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1 #include "t_items.qh"
2
3 #include "../common/items/all.qc"
4
5 #if defined(SVQC)
6     #include "_all.qh"
7
8     #include "waypointsprites.qh"
9
10     #include "bot/bot.qh"
11     #include "bot/waypoints.qh"
12
13     #include "mutators/mutators_include.qh"
14
15     #include "weapons/common.qh"
16     #include "weapons/selection.qh"
17     #include "weapons/weaponsystem.qh"
18
19     #include "../common/constants.qh"
20     #include "../common/deathtypes.qh"
21     #include "../common/notifications.qh"
22         #include "../common/triggers/subs.qh"
23     #include "../common/util.qh"
24
25     #include "../common/monsters/all.qh"
26
27     #include "../common/weapons/all.qh"
28
29     #include "../warpzonelib/util_server.qh"
30 #endif
31
32 #ifdef CSQC
33 void ItemDraw()
34 {
35     if(self.gravity)
36     {
37         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
38         if(self.move_flags & FL_ONGROUND)
39         { // For some reason move_avelocity gets set to '0 0 0' here ...
40             self.oldorigin = self.origin;
41             self.gravity = 0;
42
43             if(autocvar_cl_animate_items)
44             { // ... so reset it if animations are requested.
45                 if(self.ItemStatus & ITS_ANIMATE1)
46                     self.move_avelocity = '0 180 0';
47
48                 if(self.ItemStatus & ITS_ANIMATE2)
49                     self.move_avelocity = '0 -90 0';
50             }
51         }
52     }
53     else if (autocvar_cl_animate_items)
54     {
55         if(self.ItemStatus & ITS_ANIMATE1)
56         {
57             self.angles += self.move_avelocity * frametime;
58             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
59         }
60
61         if(self.ItemStatus & ITS_ANIMATE2)
62         {
63             self.angles += self.move_avelocity * frametime;
64             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
65         }
66     }
67 }
68
69 void ItemDrawSimple()
70 {
71     if(self.gravity)
72     {
73         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
74
75         if(self.move_flags & FL_ONGROUND)
76             self.gravity = 0;
77     }
78 }
79
80 void ItemRead(float _IsNew)
81 {
82     int sf = ReadByte();
83
84     if(sf & ISF_LOCATION)
85     {
86         self.origin_x = ReadCoord();
87         self.origin_y = ReadCoord();
88         self.origin_z = ReadCoord();
89         setorigin(self, self.origin);
90         self.oldorigin = self.origin;
91     }
92
93     if(sf & ISF_ANGLES)
94     {
95         self.angles_x = ReadCoord();
96         self.angles_y = ReadCoord();
97         self.angles_z = ReadCoord();
98         self.move_angles = self.angles;
99     }
100
101     if(sf & ISF_SIZE)
102     {
103         self.mins_x = ReadCoord();
104         self.mins_y = ReadCoord();
105         self.mins_z = ReadCoord();
106         self.maxs_x = ReadCoord();
107         self.maxs_y = ReadCoord();
108         self.maxs_z = ReadCoord();
109         setsize(self, self.mins, self.maxs);
110     }
111
112     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
113     {
114         self.ItemStatus = ReadByte();
115
116         if(self.ItemStatus & ITS_AVAILABLE)
117         {
118             self.alpha = 1;
119             self.colormod = self.glowmod = '1 1 1';
120         }
121         else
122         {
123             if (autocvar_cl_ghost_items_color)
124             {
125                 self.alpha = autocvar_cl_ghost_items;
126                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
127             }
128             else
129                 self.alpha = -1;
130         }
131
132         if(autocvar_cl_fullbright_items)
133             if(self.ItemStatus & ITS_ALLOWFB)
134                 self.effects |= EF_FULLBRIGHT;
135
136         if(self.ItemStatus & ITS_STAYWEP)
137         {
138             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
139             self.alpha = autocvar_cl_weapon_stay_alpha;
140
141         }
142
143         if(self.ItemStatus & ITS_POWERUP)
144         {
145             if(self.ItemStatus & ITS_AVAILABLE)
146                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
147             else
148                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
149         }
150     }
151
152     if(sf & ISF_MODEL)
153     {
154         self.drawmask  = MASK_NORMAL;
155         self.movetype  = MOVETYPE_TOSS;
156         self.draw       = ItemDraw;
157
158         if(self.mdl)
159             strunzone(self.mdl);
160
161         self.mdl = "";
162         string _fn = ReadString();
163
164         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
165         {
166             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
167             self.draw = ItemDrawSimple;
168
169
170
171             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
172                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
173             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
174                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
175             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
176                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
177             else if(fexists(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix)))
178                 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvar_cl_simpleitems_postfix));
179             else
180             {
181                 self.draw = ItemDraw;
182                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
183             }
184         }
185
186         if(self.draw != ItemDrawSimple)
187             self.mdl = strzone(_fn);
188
189
190         if(self.mdl == "")
191             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
192
193         precache_model(self.mdl);
194         setmodel(self, self.mdl);
195     }
196
197     if(sf & ISF_COLORMAP)
198         self.colormap = ReadShort();
199
200     if(sf & ISF_DROP)
201     {
202         self.gravity = 1;
203         //self.move_angles = '0 0 0';
204         self.move_movetype = MOVETYPE_TOSS;
205         self.move_velocity_x = ReadCoord();
206         self.move_velocity_y = ReadCoord();
207         self.move_velocity_z = ReadCoord();
208         self.velocity = self.move_velocity;
209         self.move_origin = self.oldorigin;
210
211         if(!self.move_time)
212         {
213             self.move_time = time;
214             self.spawntime = time;
215         }
216         else
217             self.move_time = max(self.move_time, time);
218     }
219
220     if(autocvar_cl_animate_items)
221     {
222         if(self.ItemStatus & ITS_ANIMATE1)
223             self.move_avelocity = '0 180 0';
224
225         if(self.ItemStatus & ITS_ANIMATE2)
226             self.move_avelocity = '0 -90 0';
227     }
228 }
229
230 #endif
231
232 #ifdef SVQC
233 bool ItemSend(entity to, int sf)
234 {
235     if(self.gravity)
236         sf |= ISF_DROP;
237     else
238         sf &= ~ISF_DROP;
239
240         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
241         WriteByte(MSG_ENTITY, sf);
242
243         //WriteByte(MSG_ENTITY, self.cnt);
244     if(sf & ISF_LOCATION)
245     {
246         WriteCoord(MSG_ENTITY, self.origin.x);
247         WriteCoord(MSG_ENTITY, self.origin.y);
248         WriteCoord(MSG_ENTITY, self.origin.z);
249     }
250
251     if(sf & ISF_ANGLES)
252     {
253         WriteCoord(MSG_ENTITY, self.angles.x);
254         WriteCoord(MSG_ENTITY, self.angles.y);
255         WriteCoord(MSG_ENTITY, self.angles.z);
256     }
257
258     if(sf & ISF_SIZE)
259     {
260         WriteCoord(MSG_ENTITY, self.mins.x);
261         WriteCoord(MSG_ENTITY, self.mins.y);
262         WriteCoord(MSG_ENTITY, self.mins.z);
263         WriteCoord(MSG_ENTITY, self.maxs.x);
264         WriteCoord(MSG_ENTITY, self.maxs.y);
265         WriteCoord(MSG_ENTITY, self.maxs.z);
266     }
267
268     if(sf & ISF_STATUS)
269         WriteByte(MSG_ENTITY, self.ItemStatus);
270
271     if(sf & ISF_MODEL)
272     {
273
274         if(self.mdl == "")
275             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
276
277         WriteString(MSG_ENTITY, self.mdl);
278     }
279
280
281     if(sf & ISF_COLORMAP)
282         WriteShort(MSG_ENTITY, self.colormap);
283
284     if(sf & ISF_DROP)
285     {
286         WriteCoord(MSG_ENTITY, self.velocity.x);
287         WriteCoord(MSG_ENTITY, self.velocity.y);
288         WriteCoord(MSG_ENTITY, self.velocity.z);
289     }
290
291     return true;
292 }
293
294 void ItemUpdate(entity item)
295 {
296         item.SendFlags |= ISF_LOCATION;
297 }
298
299 float have_pickup_item(void)
300 {
301         if(self.flags & FL_POWERUP)
302         {
303                 if(autocvar_g_powerups > 0)
304                         return true;
305                 if(autocvar_g_powerups == 0)
306                         return false;
307         }
308         else
309         {
310                 if(autocvar_g_pickup_items > 0)
311                         return true;
312                 if(autocvar_g_pickup_items == 0)
313                         return false;
314                 if(g_weaponarena)
315                         if(self.weapons || (self.items & IT_AMMO)) // no item or ammo pickups in weaponarena
316                                 return false;
317         }
318         return true;
319 }
320
321 /*
322 float Item_Customize()
323 {
324         if(self.spawnshieldtime)
325                 return true;
326         if(self.weapons & ~other.weapons)
327         {
328                 self.colormod = '0 0 0';
329                 self.glowmod = self.colormod;
330                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
331                 return true;
332         }
333         else
334         {
335                 if(g_ghost_items)
336                 {
337                         self.colormod = stov(autocvar_g_ghost_items_color);
338                         self.glowmod = self.colormod;
339                         self.alpha = g_ghost_items;
340                         return true;
341                 }
342                 else
343                         return false;
344         }
345 }
346 */
347
348 void Item_Show (entity e, float mode)
349 {
350         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
351         e.ItemStatus &= ~ITS_STAYWEP;
352         if (mode > 0)
353         {
354                 // make the item look normal, and be touchable
355                 e.model = e.mdl;
356                 e.solid = SOLID_TRIGGER;
357                 e.spawnshieldtime = 1;
358                 e.ItemStatus |= ITS_AVAILABLE;
359         }
360         else if (mode < 0)
361         {
362                 // hide the item completely
363                 e.model = string_null;
364                 e.solid = SOLID_NOT;
365                 e.spawnshieldtime = 1;
366                 e.ItemStatus &= ~ITS_AVAILABLE;
367         }
368         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
369         {
370                 // make the item translucent and not touchable
371                 e.model = e.mdl;
372                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
373                 e.effects |= EF_STARDUST;
374                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
375                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
376         }
377         else
378         {
379                 //setmodel(e, "null");
380                 e.solid = SOLID_NOT;
381                 e.colormod = '0 0 0';
382                 e.glowmod = e.colormod;
383                 e.spawnshieldtime = 1;
384                 e.ItemStatus &= ~ITS_AVAILABLE;
385         }
386
387         if (e.items & ITEM_Strength.m_itemid || e.items & ITEM_Shield.m_itemid)
388             e.ItemStatus |= ITS_POWERUP;
389
390         if (autocvar_g_nodepthtestitems)
391                 e.effects |= EF_NODEPTHTEST;
392
393
394     if (autocvar_g_fullbrightitems)
395                 e.ItemStatus |= ITS_ALLOWFB;
396
397         if (autocvar_sv_simple_items)
398         e.ItemStatus |= ITS_ALLOWSI;
399
400         // relink entity (because solid may have changed)
401         setorigin(e, e.origin);
402     e.SendFlags |= ISF_STATUS;
403 }
404
405 void Item_Think()
406 {
407         self.nextthink = time;
408         if(self.origin != self.oldorigin)
409         {
410                 self.oldorigin = self.origin;
411                 ItemUpdate(self);
412         }
413 }
414
415 float it_armor_large_time;
416 float it_health_mega_time;
417 float it_invisible_time;
418 float it_speed_time;
419 float it_extralife_time;
420 float it_strength_time;
421 float it_shield_time;
422 float it_fuelregen_time;
423 float it_jetpack_time;
424 float it_superweapons_time;
425
426 void Item_ItemsTime_Init()
427 {
428         it_armor_large_time = -1;
429         it_health_mega_time = -1;
430         it_invisible_time = -1;
431         it_speed_time = -1;
432         it_extralife_time = -1;
433         it_strength_time = -1;
434         it_shield_time = -1;
435         it_fuelregen_time = -1;
436         it_jetpack_time = -1;
437         it_superweapons_time = -1;
438 }
439
440 STATIC_INIT(ItemsTime_Init) {
441     // items time
442     addstat(STAT_ARMOR_LARGE_TIME, AS_FLOAT, item_armor_large_time);
443     addstat(STAT_HEALTH_MEGA_TIME, AS_FLOAT, item_health_mega_time);
444     addstat(STAT_INVISIBLE_TIME, AS_FLOAT, item_invisible_time);
445     addstat(STAT_SPEED_TIME, AS_FLOAT, item_speed_time);
446     addstat(STAT_EXTRALIFE_TIME, AS_FLOAT, item_extralife_time);
447     addstat(STAT_STRENGTH_TIME, AS_FLOAT, item_strength_time);
448     addstat(STAT_SHIELD_TIME, AS_FLOAT, item_shield_time);
449     addstat(STAT_FUELREGEN_TIME, AS_FLOAT, item_fuelregen_time);
450     addstat(STAT_JETPACK_TIME, AS_FLOAT, item_jetpack_time);
451     addstat(STAT_SUPERWEAPONS_TIME, AS_FLOAT, item_superweapons_time);
452     Item_ItemsTime_Init();
453 }
454
455 void Item_ItemsTime_ResetTimes()
456 {
457         it_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
458         it_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
459         it_invisible_time   = (it_invisible_time   == -1) ? -1 : 0;
460         it_speed_time       = (it_speed_time       == -1) ? -1 : 0;
461         it_extralife_time   = (it_extralife_time   == -1) ? -1 : 0;
462         it_strength_time    = (it_strength_time    == -1) ? -1 : 0;
463         it_shield_time      = (it_shield_time      == -1) ? -1 : 0;
464         it_fuelregen_time   = (it_fuelregen_time   == -1) ? -1 : 0;
465         it_jetpack_time     = (it_jetpack_time     == -1) ? -1 : 0;
466         it_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
467 }
468 void Item_ItemsTime_ResetTimesForPlayer(entity e)
469 {
470         e.item_armor_large_time = (it_armor_large_time == -1) ? -1 : 0;
471         e.item_health_mega_time = (it_health_mega_time == -1) ? -1 : 0;
472         e.item_invisible_time   = (it_invisible_time   == -1) ? -1 : 0;
473         e.item_speed_time       = (it_speed_time       == -1) ? -1 : 0;
474         e.item_extralife_time   = (it_extralife_time   == -1) ? -1 : 0;
475         e.item_strength_time    = (it_strength_time    == -1) ? -1 : 0;
476         e.item_shield_time      = (it_shield_time      == -1) ? -1 : 0;
477         e.item_fuelregen_time   = (it_fuelregen_time   == -1) ? -1 : 0;
478         e.item_jetpack_time     = (it_jetpack_time     == -1) ? -1 : 0;
479         e.item_superweapons_time= (it_superweapons_time== -1) ? -1 : 0;
480 }
481 void Item_ItemsTime_SetTimesForPlayer(entity e)
482 {
483         e.item_armor_large_time = it_armor_large_time;
484         e.item_health_mega_time = it_health_mega_time;
485         e.item_invisible_time = it_invisible_time;
486         e.item_speed_time = it_speed_time;
487         e.item_extralife_time = it_extralife_time;
488         e.item_strength_time = it_strength_time;
489         e.item_shield_time = it_shield_time;
490         e.item_fuelregen_time = it_fuelregen_time;
491         e.item_jetpack_time = it_jetpack_time;
492         e.item_superweapons_time = it_superweapons_time;
493 }
494
495 void Item_ItemsTime_SetTime(entity e, float t)
496 {
497         if(!autocvar_sv_itemstime)
498                 return;
499
500         if(g_instagib)
501         {
502                 switch(e.items)
503                 {
504                         case IT_STRENGTH://"item-invis"
505                                 it_invisible_time = t;
506                                 break;
507                         case IT_NAILS://"item-extralife"
508                                 it_extralife_time = t;
509                                 break;
510                         case IT_INVINCIBLE://"item-speed"
511                                 it_speed_time = t;
512                                 break;
513                 }
514         }
515         else
516         {
517                 switch(e.items)
518                 {
519                         case IT_HEALTH:
520                                 // if(e.itemdef == ITEM_MegaHealth) // e.items == IT_HEALTH unequivocally identifies it
521                                         it_health_mega_time = t;
522                                 break;
523                         case IT_ARMOR:
524                                 if(e.itemdef == ITEM_ArmorLarge) // e.items == IT_ARMOR doesn't unequivocally identifies it
525                                         it_armor_large_time = t;
526                                 break;
527                         case IT_STRENGTH://"item-strength"
528                                 it_strength_time = t;
529                                 break;
530                         case IT_INVINCIBLE://"item-shield"
531                                 it_shield_time = t;
532                                 break;
533                         default:
534                                 if(e.weapons & WEPSET_SUPERWEAPONS)
535                                         it_superweapons_time = t;
536                 }
537         }
538         switch(e.items)
539         {
540                 case IT_FUEL_REGEN://"item-fuelregen"
541                         it_fuelregen_time = t;
542                         break;
543                 case IT_JETPACK://"item-jetpack"
544                         it_jetpack_time = t;
545                         break;
546         }
547 }
548 void Item_ItemsTime_SetTimesForAllPlayers()
549 {
550         entity e;
551         if(warmup_stage)
552         {
553                 FOR_EACH_REALCLIENT(e)
554                         Item_ItemsTime_SetTimesForPlayer(e);
555         }
556         else
557         {
558                 FOR_EACH_REALCLIENT(e)
559                 {
560                         if(!IS_PLAYER(e))
561                                 Item_ItemsTime_SetTimesForPlayer(e);
562                 }
563         }
564 }
565
566 float Item_ItemsTime_UpdateTime(entity e, float t)
567 {
568         entity head;
569         bool isavailable = (t == 0);
570         if(e.weapons & WEPSET_SUPERWEAPONS)
571         {
572                 for(head = world; (head = nextent(head)); )
573                 {
574                         if(clienttype(head) != CLIENTTYPE_NOTACLIENT || !(head.weapons & WEPSET_SUPERWEAPONS) || head.classname == "weapon_info")
575                                 continue;
576                         if(e == head)
577                                 continue;
578
579                         if(head.scheduledrespawntime <= time)
580                                 isavailable = true;
581                         else if(t == 0 || head.scheduledrespawntime < t)
582                                 t = head.scheduledrespawntime;
583                 }
584         }
585         else
586         {
587                 for(head = world; (head = nextent(head)); )
588                 {
589                         if(head.itemdef != e.itemdef)
590                                 continue;
591                         if(e == head)
592                                 continue;
593
594                         if(head.scheduledrespawntime <= time)
595                                 isavailable = true;
596                         else if(t == 0 || head.scheduledrespawntime < t)
597                                 t = head.scheduledrespawntime;
598                 }
599         }
600         if(isavailable)
601                 t = -t; // let know the client there's another available item
602         return t;
603 }
604
605 void Item_Respawn (void)
606 {
607         Item_Show(self, 1);
608         // this is ugly...
609         if(self.items == ITEM_Strength.m_itemid)
610                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
611         else if(self.items == ITEM_Shield.m_itemid)
612                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
613         else
614                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
615         setorigin (self, self.origin);
616
617         if(self.flags & FL_POWERUP || self.itemdef == ITEM_ArmorLarge || self.items == IT_HEALTH || (self.weapons & WEPSET_SUPERWEAPONS))
618         {
619                 float t = Item_ItemsTime_UpdateTime(self, 0);
620                 Item_ItemsTime_SetTime(self, t);
621                 Item_ItemsTime_SetTimesForAllPlayers();
622         }
623
624         self.think = Item_Think;
625         self.nextthink = time;
626
627         //Send_Effect("item_respawn", self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
628         Send_Effect("item_respawn", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
629 }
630
631 void Item_RespawnCountdown (void)
632 {
633         if(self.count >= ITEM_RESPAWN_TICKS)
634         {
635                 if(self.waypointsprite_attached)
636                         WaypointSprite_Kill(self.waypointsprite_attached);
637                 Item_Respawn();
638         }
639         else
640         {
641                 self.nextthink = time + 1;
642                 self.count += 1;
643                 if(self.count == 1)
644                 {
645                         string name;
646                         vector rgb = '1 0 1';
647                         name = string_null;
648                         switch (self.items)
649                         {
650                                 case ITEM_JetpackRegen.m_itemid: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
651                                 case ITEM_Jetpack.m_itemid:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
652                                 case ITEM_Strength.m_itemid:   name = "item-strength"; rgb = '0 0 1'; break;
653                                 case ITEM_Shield.m_itemid: name = "item-shield"; rgb = '1 0 1'; break;
654                                 case ITEM_HealthMega.m_itemid:
655                                         //if (self.classname == "item_health_mega")
656                                                 {name = "item_health_mega"; rgb = '1 0 0';}
657                                         break;
658                                 case ITEM_ArmorMega.m_itemid:
659                                         if (self.itemdef == ITEM_ArmorLarge)
660                                                 {name = "item_armor_large"; rgb = '0 1 0';}
661                                         break;
662                         }
663                         MUTATOR_CALLHOOK(Item_RespawnCountdown, name, rgb);
664                         name = item_name;
665                         rgb = item_color;
666                         if(self.flags & FL_WEAPON)
667                         {
668                                 entity wi = get_weaponinfo(self.weapon);
669                                 if(wi)
670                                 {
671                                         name = wi.wpmodel;
672                                         rgb = '1 0 0';
673                                 }
674                         }
675                         if(name)
676                         {
677                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_POWERUP, rgb);
678                                 if(self.waypointsprite_attached)
679                                 {
680                                         if (self.items == IT_HEALTH || self.items == IT_ARMOR)
681                                                 WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
682                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
683                                 }
684                         }
685                         else
686                         {
687                                 print("Unknown powerup-marked item is wanting to respawn\n");
688                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
689                         }
690                 }
691
692                 if(self.waypointsprite_attached)
693                 {
694                         entity e;
695                         entity it = self;
696                         self = self.waypointsprite_attached;
697                         FOR_EACH_REALCLIENT(e)
698                                 if(self.waypointsprite_visible_for_player(e))
699                                 {
700                                         msg_entity = e;
701                                         soundto(MSG_ONE, it, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
702                                 }
703                         self = it;
704
705                         WaypointSprite_Ping(self.waypointsprite_attached);
706                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
707                 }
708                 else
709                         sound(self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
710         }
711 }
712
713 void Item_RespawnThink()
714 {
715         self.nextthink = time;
716         if(self.origin != self.oldorigin)
717         {
718                 self.oldorigin = self.origin;
719                 ItemUpdate(self);
720         }
721
722         if(time >= self.wait)
723                 Item_Respawn();
724 }
725
726 void Item_ScheduleRespawnIn(entity e, float t)
727 {
728         if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS) || e.itemdef == ITEM_ArmorLarge || e.items == IT_HEALTH)
729         {
730                 e.think = Item_RespawnCountdown;
731                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
732                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
733                 e.count = 0;
734                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
735                 Item_ItemsTime_SetTime(e, t);
736                 Item_ItemsTime_SetTimesForAllPlayers();
737         }
738         else
739         {
740                 e.think = Item_RespawnThink;
741                 e.nextthink = time;
742                 e.scheduledrespawntime = time + t;
743                 e.wait = time + t;
744         }
745 }
746
747 void Item_ScheduleRespawn(entity e)
748 {
749         if(e.respawntime > 0)
750         {
751                 Item_Show(e, 0);
752                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
753         }
754         else // if respawntime is -1, this item does not respawn
755                 Item_Show(e, -1);
756 }
757
758 void Item_ScheduleInitialRespawn(entity e)
759 {
760         Item_Show(e, 0);
761         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
762 }
763
764 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
765 {
766         if (!item.(ammotype))
767                 return false;
768
769         if (item.spawnshieldtime)
770         {
771                 if ((player.(ammotype) < ammomax) || item.pickup_anyway)
772                 {
773                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
774                         goto YEAH;
775                 }
776         }
777         else if(g_weapon_stay == 2)
778         {
779                 float mi = min(item.(ammotype), ammomax);
780                 if (player.(ammotype) < mi)
781                 {
782                         player.(ammotype) = mi;
783                         goto YEAH;
784                 }
785         }
786
787         return false;
788
789 :YEAH
790         switch(mode)
791         {
792                 case ITEM_MODE_FUEL:
793                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
794                         break;
795                 case ITEM_MODE_HEALTH:
796                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
797                         break;
798                 case ITEM_MODE_ARMOR:
799                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
800                         break;
801                 default:
802                         break;
803         }
804         return true;
805 }
806
807 float Item_GiveTo(entity item, entity player)
808 {
809         float _switchweapon;
810         float pickedup;
811         float it;
812         float i;
813
814         // if nothing happens to player, just return without taking the item
815         pickedup = false;
816         _switchweapon = false;
817         // in case the player has autoswitch enabled do the following:
818         // if the player is using their best weapon before items are given, they
819         // probably want to switch to an even better weapon after items are given
820         if (player.autoswitch)
821         if (player.switchweapon == w_getbestweapon(player))
822                 _switchweapon = true;
823
824         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
825                 _switchweapon = true;
826
827         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
828         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
829         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
830         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
831         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
832         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
833         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
834         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
835
836         if (item.flags & FL_WEAPON)
837         {
838                 WepSet it;
839                 it = item.weapons;
840                 it &= ~player.weapons;
841
842                 if (it || (item.spawnshieldtime && item.pickup_anyway))
843                 {
844                         pickedup = true;
845                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
846                         if(it & WepSet_FromWeapon(i))
847                         {
848                                 W_DropEvent(WR_PICKUP, player, i, item);
849                                 W_GiveWeapon(player, i);
850                         }
851                 }
852         }
853
854         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
855         {
856                 pickedup = true;
857                 player.items |= it;
858                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
859         }
860
861         if (item.strength_finished)
862         {
863                 pickedup = true;
864                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
865         }
866         if (item.invincible_finished)
867         {
868                 pickedup = true;
869                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
870         }
871         if (item.superweapons_finished)
872         {
873                 pickedup = true;
874                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
875         }
876
877 :skip
878
879         // always eat teamed entities
880         if(item.team)
881                 pickedup = true;
882
883         if (!pickedup)
884                 return 0;
885
886         if (_switchweapon)
887                 if (player.switchweapon != w_getbestweapon(player))
888                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
889
890         return 1;
891 }
892
893 void Item_Touch (void)
894 {
895         entity e, head;
896
897         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
898         if(self.classname == "droppedweapon")
899         {
900                 if (ITEM_TOUCH_NEEDKILL())
901                 {
902                         remove(self);
903                         return;
904                 }
905         }
906
907         if (!IS_PLAYER(other))
908                 return;
909         if (other.frozen)
910                 return;
911         if (other.deadflag)
912                 return;
913         if (self.solid != SOLID_TRIGGER)
914                 return;
915         if (self.owner == other)
916                 return;
917         if (time < self.item_spawnshieldtime)
918                 return;
919
920         switch(MUTATOR_CALLHOOK(ItemTouch, self, other))
921         {
922                 case MUT_ITEMTOUCH_RETURN: { return; }
923                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
924         }
925
926         if (self.classname == "droppedweapon")
927         {
928                 self.strength_finished = max(0, self.strength_finished - time);
929                 self.invincible_finished = max(0, self.invincible_finished - time);
930                 self.superweapons_finished = max(0, self.superweapons_finished - time);
931         }
932         entity it = self.itemdef;
933         bool gave = (it && it.instanceOfPickup) ? ITEM_HANDLE(Pickup, it, self, other) : Item_GiveTo(self, other);
934         if (!gave)
935         {
936                 if (self.classname == "droppedweapon")
937                 {
938                         // undo what we did above
939                         self.strength_finished += time;
940                         self.invincible_finished += time;
941                         self.superweapons_finished += time;
942                 }
943                 return;
944         }
945
946         :pickup
947
948         other.last_pickup = time;
949
950         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
951         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
952
953         if (self.classname == "droppedweapon")
954                 remove (self);
955         else if (self.spawnshieldtime)
956         {
957                 if(self.team)
958                 {
959                         RandomSelection_Init();
960                         for(head = world; (head = findfloat(head, team, self.team)); )
961                         {
962                                 if(head.flags & FL_ITEM)
963                                 {
964                                         Item_Show(head, -1);
965                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
966                                 }
967                         }
968                         e = RandomSelection_chosen_ent;
969
970                 }
971                 else
972                         e = self;
973                 Item_ScheduleRespawn(e);
974         }
975 }
976
977 void Item_Reset()
978 {
979         Item_Show(self, !self.state);
980         setorigin (self, self.origin);
981
982         if(self.classname != "droppedweapon")
983         {
984                 self.think = Item_Think;
985                 self.nextthink = time;
986
987                 if(self.waypointsprite_attached)
988                         WaypointSprite_Kill(self.waypointsprite_attached);
989
990                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
991                         Item_ScheduleInitialRespawn(self);
992         }
993 }
994
995 void Item_FindTeam()
996 {
997         entity head, e;
998
999         if(self.effects & EF_NODRAW)
1000         {
1001                 // marker for item team search
1002                 dprint("Initializing item team ", ftos(self.team), "\n");
1003                 RandomSelection_Init();
1004                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1005                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
1006                 e = RandomSelection_chosen_ent;
1007                 e.state = 0;
1008                 Item_Show(e, 1);
1009
1010                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
1011                 {
1012                         if(head != e)
1013                         {
1014                                 // make it a non-spawned item
1015                                 Item_Show(head, -1);
1016                                 head.state = 1; // state 1 = initially hidden item
1017                         }
1018                         head.effects &= ~EF_NODRAW;
1019                 }
1020
1021                 Item_Reset();
1022         }
1023 }
1024
1025 // Savage: used for item garbage-collection
1026 // TODO: perhaps nice special effect?
1027 void RemoveItem(void)
1028 {
1029         Send_Effect("item_pickup", CENTER_OR_VIEWOFS(self), '0 0 0', 1);
1030         remove(self);
1031 }
1032
1033 // pickup evaluation functions
1034 // these functions decide how desirable an item is to the bots
1035
1036 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1037
1038 float weapon_pickupevalfunc(entity player, entity item)
1039 {
1040         float c;
1041
1042         // See if I have it already
1043         if(item.weapons & ~player.weapons)
1044         {
1045                 // If I can pick it up
1046                 if(!item.spawnshieldtime)
1047                         c = 0;
1048                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
1049                 {
1050                         // Skilled bots will grab more
1051                         c = bound(0, skill / 10, 1) * 0.5;
1052                 }
1053                 else
1054                         c = 0;
1055         }
1056         else
1057                 c = 1;
1058
1059         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
1060         if( bot_custom_weapon && c )
1061         {
1062                 // Find the highest position on any range
1063                 int position = -1;
1064                 for (int j = 0; j < WEP_LAST ; ++j){
1065                         if(
1066                                         bot_weapons_far[j] == item.weapon ||
1067                                         bot_weapons_mid[j] == item.weapon ||
1068                                         bot_weapons_close[j] == item.weapon
1069                           )
1070                         {
1071                                 position = j;
1072                                 break;
1073                         }
1074                 }
1075
1076                 // Rate it
1077                 if (position >= 0 )
1078                 {
1079                         position = WEP_LAST - position;
1080                         // item.bot_pickupbasevalue is overwritten here
1081                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
1082                 }
1083         }
1084
1085         return item.bot_pickupbasevalue * c;
1086 }
1087
1088 float commodity_pickupevalfunc(entity player, entity item)
1089 {
1090         float c, i;
1091         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1092         entity wi;
1093         c = 0;
1094
1095         // Detect needed ammo
1096         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
1097         {
1098                 wi = get_weaponinfo(i);
1099
1100                 if (!(player.weapons & WepSet_FromWeapon(i)))
1101                         continue;
1102
1103                 if(wi.items & ITEM_Shells.m_itemid)
1104                         need_shells = true;
1105                 else if(wi.items & ITEM_Bullets.m_itemid)
1106                         need_nails = true;
1107                 else if(wi.items & ITEM_Rockets.m_itemid)
1108                         need_rockets = true;
1109                 else if(wi.items & ITEM_Cells.m_itemid)
1110                         need_cells = true;
1111                 else if(wi.items & ITEM_Plasma.m_itemid)
1112                         need_plasma = true;
1113                 else if(wi.items & ITEM_JetpackFuel.m_itemid)
1114                         need_fuel = true;
1115         }
1116
1117         // TODO: figure out if the player even has the weapon this ammo is for?
1118         // may not affect strategy much though...
1119         // find out how much more ammo/armor/health the player can hold
1120         if (need_shells)
1121         if (item.ammo_shells)
1122         if (player.ammo_shells < g_pickup_shells_max)
1123                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1124         if (need_nails)
1125         if (item.ammo_nails)
1126         if (player.ammo_nails < g_pickup_nails_max)
1127                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1128         if (need_rockets)
1129         if (item.ammo_rockets)
1130         if (player.ammo_rockets < g_pickup_rockets_max)
1131                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1132         if (need_cells)
1133         if (item.ammo_cells)
1134         if (player.ammo_cells < g_pickup_cells_max)
1135                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1136         if (need_plasma)
1137         if (item.ammo_plasma)
1138         if (player.ammo_plasma < g_pickup_plasma_max)
1139                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1140         if (need_fuel)
1141         if (item.ammo_fuel)
1142         if (player.ammo_fuel < g_pickup_fuel_max)
1143                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1144         if (item.armorvalue)
1145         if (player.armorvalue < item.max_armorvalue)
1146                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1147         if (item.health)
1148         if (player.health < item.max_health)
1149                 c = c + max(0, 1 - player.health / item.max_health);
1150
1151         return item.bot_pickupbasevalue * c;
1152 }
1153
1154 void Item_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1155 {
1156         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1157                 RemoveItem();
1158 }
1159
1160 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)
1161 {
1162         startitem_failed = false;
1163
1164         if(self.model == "")
1165                 self.model = itemmodel;
1166
1167         if(self.model == "")
1168     {
1169         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
1170         return;
1171     }
1172
1173         if(self.item_pickupsound == "")
1174                 self.item_pickupsound = pickupsound;
1175
1176         if(!self.respawntime) // both need to be set
1177         {
1178                 self.respawntime = defaultrespawntime;
1179                 self.respawntimejitter = defaultrespawntimejitter;
1180         }
1181
1182         self.items = itemid;
1183         self.weapon = weaponid;
1184
1185         if(weaponid)
1186                 self.weapons = WepSet_FromWeapon(weaponid);
1187
1188         self.flags = FL_ITEM | itemflags;
1189
1190         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
1191         {
1192                 startitem_failed = true;
1193                 remove(self);
1194                 return;
1195         }
1196
1197         // is it a dropped weapon?
1198         if (self.classname == "droppedweapon")
1199         {
1200                 self.reset = SUB_Remove;
1201                 // it's a dropped weapon
1202                 self.movetype = MOVETYPE_TOSS;
1203
1204                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1205                 self.think = RemoveItem;
1206                 self.nextthink = time + 20;
1207
1208                 self.takedamage = DAMAGE_YES;
1209                 self.event_damage = Item_Damage;
1210
1211                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
1212                 /*
1213                 if(self.items == 0)
1214                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
1215                 if(self.ammo_nails == 0)
1216                 if(self.ammo_cells == 0)
1217                 if(self.ammo_rockets == 0)
1218                 if(self.ammo_shells == 0)
1219                 if(self.ammo_fuel == 0)
1220                 if(self.health == 0)
1221                 if(self.armorvalue == 0)
1222                 */
1223                 {
1224                         // if item is worthless after a timer, have it expire then
1225                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
1226                 }
1227
1228                 // don't drop if in a NODROP zone (such as lava)
1229                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
1230                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1231                 {
1232                         startitem_failed = true;
1233                         remove(self);
1234                         return;
1235                 }
1236         }
1237         else
1238         {
1239                 if(!have_pickup_item())
1240                 {
1241                         startitem_failed = true;
1242                         remove (self);
1243                         return;
1244                 }
1245
1246                 self.reset = Item_Reset;
1247                 // it's a level item
1248                 if(self.spawnflags & 1)
1249                         self.noalign = 1;
1250                 if (self.noalign)
1251                         self.movetype = MOVETYPE_NONE;
1252                 else
1253                         self.movetype = MOVETYPE_TOSS;
1254                 // do item filtering according to game mode and other things
1255                 if (!self.noalign)
1256                 {
1257                         // first nudge it off the floor a little bit to avoid math errors
1258                         setorigin(self, self.origin + '0 0 1');
1259                         // set item size before we spawn a spawnfunc_waypoint
1260                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1261                                 setsize (self, '-16 -16 0', '16 16 48');
1262                         else
1263                                 setsize (self, '-16 -16 0', '16 16 32');
1264
1265                         // note droptofloor returns false if stuck/or would fall too far
1266                         droptofloor();
1267                         waypoint_spawnforitem(self);
1268                 }
1269
1270                 /*
1271                  * can't do it that way, as it would break maps
1272                  * TODO make a target_give like entity another way, that perhaps has
1273                  * the weapon name in a key
1274                 if(self.targetname)
1275                 {
1276                         // target_give not yet supported; maybe later
1277                         print("removed targeted ", self.classname, "\n");
1278                         startitem_failed = true;
1279                         remove (self);
1280                         return;
1281                 }
1282                 */
1283
1284                 if(autocvar_spawn_debug >= 2)
1285                 {
1286                         entity otheritem;
1287                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1288                         {
1289                             // why not flags & fl_item?
1290                                 if(otheritem.is_item)
1291                                 {
1292                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1293                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1294                                         error("Mapper sucks.");
1295                                 }
1296                         }
1297                         self.is_item = true;
1298                 }
1299
1300                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1301
1302                 precache_model (self.model);
1303                 precache_sound (self.item_pickupsound);
1304
1305                 precache_sound ("misc/itemrespawncountdown.wav");
1306                 if(itemid == ITEM_Strength.m_itemid)
1307                         precache_sound ("misc/strength_respawn.wav");
1308                 else if(itemid == ITEM_Shield.m_itemid)
1309                         precache_sound ("misc/shield_respawn.wav");
1310                 else
1311                         precache_sound ("misc/itemrespawn.wav");
1312
1313                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1314                         self.target = "###item###"; // for finding the nearest item using find()
1315
1316                 Item_ItemsTime_SetTime(self, 0);
1317         }
1318
1319         self.bot_pickup = true;
1320         self.bot_pickupevalfunc = pickupevalfunc;
1321         self.bot_pickupbasevalue = pickupbasevalue;
1322         self.mdl = self.model;
1323         self.netname = itemname;
1324         self.touch = Item_Touch;
1325         setmodel(self, "null"); // precision set below
1326         //self.effects |= EF_LOWPRECISION;
1327
1328         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1329     {
1330         self.pos1 = '-16 -16 0';
1331         self.pos2 = '16 16 48';
1332     }
1333         else
1334     {
1335         self.pos1 = '-16 -16 0';
1336         self.pos2 = '16 16 32';
1337     }
1338     setsize (self, self.pos1, self.pos2);
1339
1340     if(itemflags & FL_POWERUP)
1341         self.ItemStatus |= ITS_ANIMATE1;
1342
1343         if(self.armorvalue || self.health)
1344         self.ItemStatus |= ITS_ANIMATE2;
1345
1346         if(itemflags & FL_WEAPON)
1347         {
1348                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1349             self.colormap = 1024; // color shirt=0 pants=0 grey
1350         else
1351             self.gravity = 1;
1352
1353                 self.ItemStatus |= ITS_ANIMATE1;
1354                 self.ItemStatus |= ISF_COLORMAP;
1355         }
1356
1357         self.state = 0;
1358         if(self.team) // broken, no idea why.
1359         {
1360                 if(!self.cnt)
1361                         self.cnt = 1; // item probability weight
1362
1363                 self.effects |= EF_NODRAW; // marker for item team search
1364                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1365         }
1366         else
1367                 Item_Reset();
1368
1369     Net_LinkEntity(self, false, 0, ItemSend);
1370
1371         self.SendFlags |= ISF_SIZE;
1372         if(self.angles)
1373                 self.SendFlags |= ISF_ANGLES;
1374
1375         // call this hook after everything else has been done
1376         if(MUTATOR_CALLHOOK(Item_Spawn, self))
1377         {
1378                 startitem_failed = true;
1379                 remove(self);
1380                 return;
1381         }
1382 }
1383
1384 void StartItemA (entity a)
1385 {
1386     self.itemdef = a;
1387     StartItem(a.m_model, a.m_sound, a.m_respawntime(), a.m_respawntimejitter(), a.m_name, a.m_itemid, 0, a.m_itemflags, a.m_pickupevalfunc, a.m_botvalue);
1388 }
1389
1390 void spawnfunc_item_rockets (void) {
1391         if(!self.ammo_rockets)
1392                 self.ammo_rockets = g_pickup_rockets;
1393         if(!self.pickup_anyway)
1394                 self.pickup_anyway = g_pickup_ammo_anyway;
1395     StartItemA (ITEM_Rockets);
1396 }
1397
1398 void spawnfunc_item_bullets (void) {
1399         if(!weaponswapping)
1400         if(autocvar_sv_q3acompat_machineshotgunswap)
1401         if(self.classname != "droppedweapon")
1402         {
1403                 weaponswapping = true;
1404                 spawnfunc_item_shells();
1405                 weaponswapping = false;
1406                 return;
1407         }
1408
1409         if(!self.ammo_nails)
1410                 self.ammo_nails = g_pickup_nails;
1411         if(!self.pickup_anyway)
1412                 self.pickup_anyway = g_pickup_ammo_anyway;
1413     StartItemA (ITEM_Bullets);
1414 }
1415
1416 void spawnfunc_item_cells (void) {
1417         if(!self.ammo_cells)
1418                 self.ammo_cells = g_pickup_cells;
1419         if(!self.pickup_anyway)
1420                 self.pickup_anyway = g_pickup_ammo_anyway;
1421         StartItemA (ITEM_Cells);
1422 }
1423
1424 void spawnfunc_item_plasma()
1425 {
1426         if(!self.ammo_plasma)
1427                 self.ammo_plasma = g_pickup_plasma;
1428         if(!self.pickup_anyway)
1429                 self.pickup_anyway = g_pickup_ammo_anyway;
1430         StartItemA (ITEM_Plasma);
1431 }
1432
1433 void spawnfunc_item_shells (void) {
1434         if(!weaponswapping)
1435         if(autocvar_sv_q3acompat_machineshotgunswap)
1436         if(self.classname != "droppedweapon")
1437         {
1438                 weaponswapping = true;
1439                 spawnfunc_item_bullets();
1440                 weaponswapping = false;
1441                 return;
1442         }
1443
1444         if(!self.ammo_shells)
1445                 self.ammo_shells = g_pickup_shells;
1446         if(!self.pickup_anyway)
1447                 self.pickup_anyway = g_pickup_ammo_anyway;
1448         StartItemA (ITEM_Shells);
1449 }
1450
1451 void spawnfunc_item_armor_small (void) {
1452         if(!self.armorvalue)
1453                 self.armorvalue = g_pickup_armorsmall;
1454         if(!self.max_armorvalue)
1455                 self.max_armorvalue = g_pickup_armorsmall_max;
1456         if(!self.pickup_anyway)
1457                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1458         StartItemA (ITEM_ArmorSmall);
1459 }
1460
1461 void spawnfunc_item_armor_medium (void) {
1462         if(!self.armorvalue)
1463                 self.armorvalue = g_pickup_armormedium;
1464         if(!self.max_armorvalue)
1465                 self.max_armorvalue = g_pickup_armormedium_max;
1466         if(!self.pickup_anyway)
1467                 self.pickup_anyway = g_pickup_armormedium_anyway;
1468         StartItemA (ITEM_ArmorMedium);
1469 }
1470
1471 void spawnfunc_item_armor_big (void) {
1472         if(!self.armorvalue)
1473                 self.armorvalue = g_pickup_armorbig;
1474         if(!self.max_armorvalue)
1475                 self.max_armorvalue = g_pickup_armorbig_max;
1476         if(!self.pickup_anyway)
1477                 self.pickup_anyway = g_pickup_armorbig_anyway;
1478         StartItemA (ITEM_ArmorLarge);
1479 }
1480
1481 void spawnfunc_item_armor_large (void) {
1482         if(!self.armorvalue)
1483                 self.armorvalue = g_pickup_armorlarge;
1484         if(!self.max_armorvalue)
1485                 self.max_armorvalue = g_pickup_armorlarge_max;
1486         if(!self.pickup_anyway)
1487                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1488         StartItemA (ITEM_ArmorMega);
1489 }
1490
1491 void spawnfunc_item_health_small (void) {
1492         if(!self.max_health)
1493                 self.max_health = g_pickup_healthsmall_max;
1494         if(!self.health)
1495                 self.health = g_pickup_healthsmall;
1496         if(!self.pickup_anyway)
1497                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1498         StartItemA (ITEM_HealthSmall);
1499 }
1500
1501 void spawnfunc_item_health_medium (void) {
1502         if(!self.max_health)
1503                 self.max_health = g_pickup_healthmedium_max;
1504         if(!self.health)
1505                 self.health = g_pickup_healthmedium;
1506         if(!self.pickup_anyway)
1507                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1508     StartItemA (ITEM_HealthMedium);
1509 }
1510
1511 void spawnfunc_item_health_large (void) {
1512         if(!self.max_health)
1513                 self.max_health = g_pickup_healthlarge_max;
1514         if(!self.health)
1515                 self.health = g_pickup_healthlarge;
1516         if(!self.pickup_anyway)
1517                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1518         StartItemA (ITEM_HealthLarge);
1519 }
1520
1521 void spawnfunc_item_health_mega (void) {
1522     if(!self.max_health)
1523         self.max_health = g_pickup_healthmega_max;
1524     if(!self.health)
1525         self.health = g_pickup_healthmega;
1526     if(!self.pickup_anyway)
1527         self.pickup_anyway = g_pickup_healthmega_anyway;
1528     StartItemA (ITEM_HealthMega);
1529 }
1530
1531 // support old misnamed entities
1532 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1533 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1534 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1535 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1536 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1537
1538 void spawnfunc_item_strength (void) {
1539                 precache_sound("weapons/strength_fire.wav");
1540                 if(!self.strength_finished)
1541                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1542                 StartItemA (ITEM_Strength);
1543 }
1544
1545 void spawnfunc_item_invincible (void) {
1546                 if(!self.invincible_finished)
1547                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1548                 StartItemA (ITEM_Shield);
1549 }
1550
1551 // compatibility:
1552 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1553
1554 void target_items_use (void)
1555 {
1556         if(activator.classname == "droppedweapon")
1557         {
1558                 EXACTTRIGGER_TOUCH;
1559                 remove(activator);
1560                 return;
1561         }
1562
1563         if (!IS_PLAYER(activator))
1564                 return;
1565         if(activator.deadflag != DEAD_NO)
1566                 return;
1567         EXACTTRIGGER_TOUCH;
1568
1569         entity e;
1570         for(e = world; (e = find(e, classname, "droppedweapon")); )
1571                 if(e.enemy == activator)
1572                         remove(e);
1573
1574         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1575                 centerprint(activator, self.message);
1576 }
1577
1578 void spawnfunc_target_items (void)
1579 {
1580         float n, i, j;
1581         entity e;
1582         string s;
1583
1584         self.use = target_items_use;
1585         if(!self.strength_finished)
1586                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1587         if(!self.invincible_finished)
1588                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1589         if(!self.superweapons_finished)
1590                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1591
1592         precache_sound("misc/itempickup.wav");
1593         precache_sound("misc/megahealth.wav");
1594         precache_sound("misc/armor25.wav");
1595         precache_sound("misc/powerup.wav");
1596         precache_sound("misc/poweroff.wav");
1597         precache_sound("weapons/weaponpickup.wav");
1598
1599         n = tokenize_console(self.netname);
1600         if(argv(0) == "give")
1601         {
1602                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1603         }
1604         else
1605         {
1606                 for(i = 0; i < n; ++i)
1607                 {
1608                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1609                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1610                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1611                         else if(argv(i) == "strength")               self.items |= ITEM_Strength.m_itemid;
1612                         else if(argv(i) == "invincible")             self.items |= ITEM_Shield.m_itemid;
1613                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1614                         else if(argv(i) == "jetpack")                self.items |= ITEM_Jetpack.m_itemid;
1615                         else if(argv(i) == "fuel_regen")             self.items |= ITEM_JetpackRegen.m_itemid;
1616                         else
1617                         {
1618                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1619                                 {
1620                                         e = get_weaponinfo(j);
1621                                         s = W_UndeprecateName(argv(i));
1622                                         if(s == e.netname)
1623                                         {
1624                                                 self.weapons |= WepSet_FromWeapon(j);
1625                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1626                                                         WEP_ACTION(e.weapon, WR_INIT);
1627                                                 break;
1628                                         }
1629                                 }
1630                                 if(j > WEP_LAST)
1631                                         print("target_items: invalid item ", argv(i), "\n");
1632                         }
1633                 }
1634
1635                 string itemprefix, valueprefix;
1636                 if(self.spawnflags == 0)
1637                 {
1638                         itemprefix = "";
1639                         valueprefix = "";
1640                 }
1641                 else if(self.spawnflags == 1)
1642                 {
1643                         itemprefix = "max ";
1644                         valueprefix = "max ";
1645                 }
1646                 else if(self.spawnflags == 2)
1647                 {
1648                         itemprefix = "min ";
1649                         valueprefix = "min ";
1650                 }
1651                 else if(self.spawnflags == 4)
1652                 {
1653                         itemprefix = "minus ";
1654                         valueprefix = "max ";
1655                 }
1656                 else
1657                 {
1658                         error("invalid spawnflags");
1659                         itemprefix = valueprefix = string_null;
1660                 }
1661
1662                 self.netname = "";
1663                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1664                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1665                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & ITEM_Strength.m_itemid), "strength");
1666                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & ITEM_Shield.m_itemid), "invincible");
1667                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1668                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_Jetpack.m_itemid), "jetpack");
1669                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1670                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1671                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1672                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1673                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1674                 if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
1675                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1676                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1677                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1678                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1679                 {
1680                         e = get_weaponinfo(j);
1681                         if(e.weapon)
1682                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1683                 }
1684         }
1685         self.netname = strzone(self.netname);
1686         //print(self.netname, "\n");
1687
1688         n = tokenize_console(self.netname);
1689         for(i = 0; i < n; ++i)
1690         {
1691                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1692                 {
1693                         e = get_weaponinfo(j);
1694                         if(argv(i) == e.netname)
1695                         {
1696                                 WEP_ACTION(e.weapon, WR_INIT);
1697                                 break;
1698                         }
1699                 }
1700         }
1701 }
1702
1703 void spawnfunc_item_fuel(void)
1704 {
1705         if(!self.ammo_fuel)
1706                 self.ammo_fuel = g_pickup_fuel;
1707         if(!self.pickup_anyway)
1708                 self.pickup_anyway = g_pickup_ammo_anyway;
1709         StartItemA (ITEM_JetpackFuel);
1710 }
1711
1712 void spawnfunc_item_fuel_regen(void)
1713 {
1714         if(start_items & ITEM_JetpackRegen.m_itemid)
1715         {
1716                 spawnfunc_item_fuel();
1717                 return;
1718         }
1719         StartItemA (ITEM_JetpackRegen);
1720 }
1721
1722 void spawnfunc_item_jetpack(void)
1723 {
1724         if(!self.ammo_fuel)
1725                 self.ammo_fuel = g_pickup_fuel_jetpack;
1726         if(start_items & ITEM_Jetpack.m_itemid)
1727         {
1728                 spawnfunc_item_fuel();
1729                 return;
1730         }
1731         StartItemA (ITEM_Jetpack);
1732 }
1733
1734 float GiveWeapon(entity e, float wpn, float op, float val)
1735 {
1736         WepSet v0, v1;
1737         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1738         switch(op)
1739         {
1740                 case OP_SET:
1741                         if(val > 0)
1742                                 e.weapons |= WepSet_FromWeapon(wpn);
1743                         else
1744                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1745                         break;
1746                 case OP_MIN:
1747                 case OP_PLUS:
1748                         if(val > 0)
1749                                 e.weapons |= WepSet_FromWeapon(wpn);
1750                         break;
1751                 case OP_MAX:
1752                         if(val <= 0)
1753                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1754                         break;
1755                 case OP_MINUS:
1756                         if(val > 0)
1757                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1758                         break;
1759         }
1760         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1761         return (v0 != v1);
1762 }
1763
1764 float GiveBit(entity e, .float fld, float bit, float op, float val)
1765 {
1766         float v0, v1;
1767         v0 = (e.(fld) & bit);
1768         switch(op)
1769         {
1770                 case OP_SET:
1771                         if(val > 0)
1772                                 e.(fld) |= bit;
1773                         else
1774                                 e.(fld) &= ~bit;
1775                         break;
1776                 case OP_MIN:
1777                 case OP_PLUS:
1778                         if(val > 0)
1779                                 e.(fld) |= bit;
1780                         break;
1781                 case OP_MAX:
1782                         if(val <= 0)
1783                                 e.(fld) &= ~bit;
1784                         break;
1785                 case OP_MINUS:
1786                         if(val > 0)
1787                                 e.(fld) &= ~bit;
1788                         break;
1789         }
1790         v1 = (e.(fld) & bit);
1791         return (v0 != v1);
1792 }
1793
1794 float GiveValue(entity e, .float fld, float op, float val)
1795 {
1796         float v0, v1;
1797         v0 = e.(fld);
1798         switch(op)
1799         {
1800                 case OP_SET:
1801                         e.(fld) = val;
1802                         break;
1803                 case OP_MIN:
1804                         e.(fld) = max(e.(fld), val); // min 100 cells = at least 100 cells
1805                         break;
1806                 case OP_MAX:
1807                         e.(fld) = min(e.(fld), val);
1808                         break;
1809                 case OP_PLUS:
1810                         e.(fld) += val;
1811                         break;
1812                 case OP_MINUS:
1813                         e.(fld) -= val;
1814                         break;
1815         }
1816         v1 = e.(fld);
1817         return (v0 != v1);
1818 }
1819
1820 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1821 {
1822         if(v1 == v0)
1823                 return;
1824         if(v1 <= v0 - t)
1825         {
1826                 if(snd_decr != "")
1827                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1828         }
1829         else if(v0 >= v0 + t)
1830         {
1831                 if(snd_incr != "")
1832                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1833         }
1834 }
1835
1836 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1837 {
1838         if(v0 < v1)
1839                 e.(rotfield) = max(e.(rotfield), time + rottime);
1840         else if(v0 > v1)
1841                 e.(regenfield) = max(e.(regenfield), time + regentime);
1842 }
1843 float GiveItems(entity e, float beginarg, float endarg)
1844 {
1845         float got, i, j, val, op;
1846         float _switchweapon;
1847         entity wi;
1848         string cmd;
1849
1850         val = 999;
1851         op = OP_SET;
1852
1853         got = 0;
1854
1855         _switchweapon = false;
1856         if (e.autoswitch)
1857                 if (e.switchweapon == w_getbestweapon(e))
1858                         _switchweapon = true;
1859
1860         e.strength_finished = max(0, e.strength_finished - time);
1861         e.invincible_finished = max(0, e.invincible_finished - time);
1862         e.superweapons_finished = max(0, e.superweapons_finished - time);
1863
1864         PREGIVE(e, items);
1865         PREGIVE_WEAPONS(e);
1866         PREGIVE(e, strength_finished);
1867         PREGIVE(e, invincible_finished);
1868         PREGIVE(e, superweapons_finished);
1869         PREGIVE(e, ammo_nails);
1870         PREGIVE(e, ammo_cells);
1871         PREGIVE(e, ammo_plasma);
1872         PREGIVE(e, ammo_shells);
1873         PREGIVE(e, ammo_rockets);
1874         PREGIVE(e, ammo_fuel);
1875         PREGIVE(e, armorvalue);
1876         PREGIVE(e, health);
1877
1878         for(i = beginarg; i < endarg; ++i)
1879         {
1880                 cmd = argv(i);
1881
1882                 if(cmd == "0" || stof(cmd))
1883                 {
1884                         val = stof(cmd);
1885                         continue;
1886                 }
1887                 switch(cmd)
1888                 {
1889                         case "no":
1890                                 op = OP_MAX;
1891                                 val = 0;
1892                                 continue;
1893                         case "max":
1894                                 op = OP_MAX;
1895                                 continue;
1896                         case "min":
1897                                 op = OP_MIN;
1898                                 continue;
1899                         case "plus":
1900                                 op = OP_PLUS;
1901                                 continue;
1902                         case "minus":
1903                                 op = OP_MINUS;
1904                                 continue;
1905                         case "ALL":
1906                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1907                                 got += GiveValue(e, strength_finished, op, val);
1908                                 got += GiveValue(e, invincible_finished, op, val);
1909                                 got += GiveValue(e, superweapons_finished, op, val);
1910                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1911                         case "all":
1912                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1913                                 got += GiveValue(e, health, op, val);
1914                                 got += GiveValue(e, armorvalue, op, val);
1915                         case "allweapons":
1916                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1917                                 {
1918                                         wi = get_weaponinfo(j);
1919                                         if(wi.weapon)
1920                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1921                                                         got += GiveWeapon(e, j, op, val);
1922                                 }
1923                         case "allammo":
1924                                 got += GiveValue(e, ammo_cells, op, val);
1925                                 got += GiveValue(e, ammo_plasma, op, val);
1926                                 got += GiveValue(e, ammo_shells, op, val);
1927                                 got += GiveValue(e, ammo_nails, op, val);
1928                                 got += GiveValue(e, ammo_rockets, op, val);
1929                                 got += GiveValue(e, ammo_fuel, op, val);
1930                                 break;
1931                         case "unlimited_ammo":
1932                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1933                                 break;
1934                         case "unlimited_weapon_ammo":
1935                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1936                                 break;
1937                         case "unlimited_superweapons":
1938                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1939                                 break;
1940                         case "jetpack":
1941                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1942                                 break;
1943                         case "fuel_regen":
1944                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1945                                 break;
1946                         case "strength":
1947                                 got += GiveValue(e, strength_finished, op, val);
1948                                 break;
1949                         case "invincible":
1950                                 got += GiveValue(e, invincible_finished, op, val);
1951                                 break;
1952                         case "superweapons":
1953                                 got += GiveValue(e, superweapons_finished, op, val);
1954                                 break;
1955                         case "cells":
1956                                 got += GiveValue(e, ammo_cells, op, val);
1957                                 break;
1958                         case "plasma":
1959                                 got += GiveValue(e, ammo_plasma, op, val);
1960                                 break;
1961                         case "shells":
1962                                 got += GiveValue(e, ammo_shells, op, val);
1963                                 break;
1964                         case "nails":
1965                         case "bullets":
1966                                 got += GiveValue(e, ammo_nails, op, val);
1967                                 break;
1968                         case "rockets":
1969                                 got += GiveValue(e, ammo_rockets, op, val);
1970                                 break;
1971                         case "health":
1972                                 got += GiveValue(e, health, op, val);
1973                                 break;
1974                         case "armor":
1975                                 got += GiveValue(e, armorvalue, op, val);
1976                                 break;
1977                         case "fuel":
1978                                 got += GiveValue(e, ammo_fuel, op, val);
1979                                 break;
1980                         default:
1981                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1982                                 {
1983                                         wi = get_weaponinfo(j);
1984                                         if(cmd == wi.netname)
1985                                         {
1986                                                 got += GiveWeapon(e, j, op, val);
1987                                                 break;
1988                                         }
1989                                 }
1990                                 if(j > WEP_LAST)
1991                                         print("give: invalid item ", cmd, "\n");
1992                                 break;
1993                 }
1994                 val = 999;
1995                 op = OP_SET;
1996         }
1997
1998         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, "misc/itempickup.wav", string_null);
1999         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
2000         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
2001         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, "misc/itempickup.wav", string_null);
2002         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
2003         {
2004                 wi = get_weaponinfo(j);
2005                 if(wi.weapon)
2006                 {
2007                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
2008                         if (!(save_weapons & WepSet_FromWeapon(j)))
2009                                 if(e.weapons & WepSet_FromWeapon(j))
2010                                         WEP_ACTION(wi.weapon, WR_INIT);
2011                 }
2012         }
2013         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
2014         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
2015         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
2016         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
2017         POSTGIVE_VALUE(e, ammo_plasma, 0, "misc/itempickup.wav", string_null);
2018         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
2019         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
2020         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);
2021         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);
2022         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);
2023
2024         if(e.superweapons_finished <= 0)
2025                 if(self.weapons & WEPSET_SUPERWEAPONS)
2026                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
2027
2028         if(e.strength_finished <= 0)
2029                 e.strength_finished = 0;
2030         else
2031                 e.strength_finished += time;
2032         if(e.invincible_finished <= 0)
2033                 e.invincible_finished = 0;
2034         else
2035                 e.invincible_finished += time;
2036         if(e.superweapons_finished <= 0)
2037                 e.superweapons_finished = 0;
2038         else
2039                 e.superweapons_finished += time;
2040
2041         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
2042                 _switchweapon = true;
2043         if(_switchweapon)
2044                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
2045
2046         return got;
2047 }
2048 #endif