#ifdef SVQC
bool ItemSend(entity this, entity to, int sf)
{
- if(self.gravity)
+ if(this.gravity)
sf |= ISF_DROP;
else
sf &= ~ISF_DROP;
WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
WriteByte(MSG_ENTITY, sf);
- //WriteByte(MSG_ENTITY, self.cnt);
+ //WriteByte(MSG_ENTITY, this.cnt);
if(sf & ISF_LOCATION)
{
- WriteCoord(MSG_ENTITY, self.origin.x);
- WriteCoord(MSG_ENTITY, self.origin.y);
- WriteCoord(MSG_ENTITY, self.origin.z);
+ WriteCoord(MSG_ENTITY, this.origin.x);
+ WriteCoord(MSG_ENTITY, this.origin.y);
+ WriteCoord(MSG_ENTITY, this.origin.z);
}
if(sf & ISF_ANGLES)
{
- WriteAngle(MSG_ENTITY, self.angles_x);
- WriteAngle(MSG_ENTITY, self.angles_y);
- WriteAngle(MSG_ENTITY, self.angles_z);
+ WriteAngle(MSG_ENTITY, this.angles_x);
+ WriteAngle(MSG_ENTITY, this.angles_y);
+ WriteAngle(MSG_ENTITY, this.angles_z);
}
if(sf & ISF_SIZE)
}
if(sf & ISF_STATUS)
- WriteByte(MSG_ENTITY, self.ItemStatus);
+ WriteByte(MSG_ENTITY, this.ItemStatus);
if(sf & ISF_MODEL)
{
Pickup p = this.itemdef;
WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
- WriteShort(MSG_ENTITY, self.fade_end);
- WriteShort(MSG_ENTITY, self.fade_start);
+ WriteShort(MSG_ENTITY, this.fade_end);
+ WriteShort(MSG_ENTITY, this.fade_start);
- if(self.mdl == "")
- LOG_TRACE("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
+ if(this.mdl == "")
+ LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "exspect a crash just aboute now\n");
- WriteString(MSG_ENTITY, self.mdl);
+ WriteString(MSG_ENTITY, this.mdl);
}
if(sf & ISF_COLORMAP)
- WriteShort(MSG_ENTITY, self.colormap);
+ WriteShort(MSG_ENTITY, this.colormap);
if(sf & ISF_DROP)
{
- WriteCoord(MSG_ENTITY, self.velocity.x);
- WriteCoord(MSG_ENTITY, self.velocity.y);
- WriteCoord(MSG_ENTITY, self.velocity.z);
+ WriteCoord(MSG_ENTITY, this.velocity.x);
+ WriteCoord(MSG_ENTITY, this.velocity.y);
+ WriteCoord(MSG_ENTITY, this.velocity.z);
}
return true;
void UpdateItemAfterTeleport(entity this)
{
- if(this.SendEntity3 == ItemSend)
+ if(getSendEntity(this) == ItemSend)
ItemUpdate(this);
}
/*
float Item_Customize()
{
- if(self.spawnshieldtime)
+ if(this.spawnshieldtime)
return true;
- if(self.weapons & ~other.weapons)
+ if(this.weapons & ~other.weapons)
{
- self.colormod = '0 0 0';
- self.glowmod = self.colormod;
- self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
+ this.colormod = '0 0 0';
+ this.glowmod = this.colormod;
+ this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
return true;
}
else
{
if(g_ghost_items)
{
- self.colormod = stov(autocvar_g_ghost_items_color);
- self.glowmod = self.colormod;
- self.alpha = g_ghost_items;
+ this.colormod = stov(autocvar_g_ghost_items_color);
+ this.glowmod = this.colormod;
+ this.alpha = g_ghost_items;
return true;
}
else
e.SendFlags |= ISF_STATUS;
}
-void Item_Think()
-{SELFPARAM();
- self.nextthink = time;
- if(self.origin != self.oldorigin)
- ItemUpdate(self);
+void Item_Think(entity this)
+{
+ this.nextthink = time;
+ if(this.origin != this.oldorigin)
+ ItemUpdate(this);
}
bool Item_ItemsTime_SpectatorOnly(GameItem it);
void Item_ItemsTime_SetTime(entity e, float t);
void Item_ItemsTime_SetTimesForAllPlayers();
-void Item_Respawn ()
-{SELFPARAM();
- Item_Show(self, 1);
+void Item_Respawn (entity this)
+{
+ Item_Show(this, 1);
// this is ugly...
- if(self.items == ITEM_Strength.m_itemid)
- sound (self, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
- else if(self.items == ITEM_Shield.m_itemid)
- sound (self, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
+ if(this.items == ITEM_Strength.m_itemid)
+ sound (this, CH_TRIGGER, SND_STRENGTH_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
+ else if(this.items == ITEM_Shield.m_itemid)
+ sound (this, CH_TRIGGER, SND_SHIELD_RESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
else
- sound (self, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
- setorigin (self, self.origin);
+ sound (this, CH_TRIGGER, SND_ITEMRESPAWN, VOL_BASE, ATTEN_NORM); // play respawn sound
+ setorigin(this, this.origin);
- if (Item_ItemsTime_Allow(self.itemdef) || self.weapons & WEPSET_SUPERWEAPONS)
+ if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
{
- float t = Item_ItemsTime_UpdateTime(self, 0);
- Item_ItemsTime_SetTime(self, t);
+ float t = Item_ItemsTime_UpdateTime(this, 0);
+ Item_ItemsTime_SetTime(this, t);
Item_ItemsTime_SetTimesForAllPlayers();
}
- setthink(self, Item_Think);
- self.nextthink = time;
+ setthink(this, Item_Think);
+ this.nextthink = time;
- //Send_Effect(EFFECT_ITEM_RESPAWN, self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
- Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
+ //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
+ Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
}
-void Item_RespawnCountdown ()
-{SELFPARAM();
- if(self.count >= ITEM_RESPAWN_TICKS)
+void Item_RespawnCountdown (entity this)
+{
+ if(this.count >= ITEM_RESPAWN_TICKS)
{
- if(self.waypointsprite_attached)
- WaypointSprite_Kill(self.waypointsprite_attached);
- Item_Respawn();
+ if(this.waypointsprite_attached)
+ WaypointSprite_Kill(this.waypointsprite_attached);
+ Item_Respawn(this);
}
else
{
- self.nextthink = time + 1;
- self.count += 1;
- if(self.count == 1)
+ this.nextthink = time + 1;
+ this.count += 1;
+ if(this.count == 1)
{
MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
do {
{
- entity wi = Weapons_from(self.weapon);
+ entity wi = Weapons_from(this.weapon);
if (wi != WEP_Null) {
- entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Weapon);
+ entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
wp.wp_extra = wi.m_id;
break;
}
}
{
- entity ii = self.itemdef;
+ entity ii = this.itemdef;
if (ii != NULL) {
- entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, true, RADARICON_Item);
+ entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
wp.wp_extra = ii.m_id;
break;
}
}
} while (0);
- if(self.waypointsprite_attached)
+ if(this.waypointsprite_attached)
{
- GameItem def = self.itemdef;
+ GameItem def = this.itemdef;
if (Item_ItemsTime_SpectatorOnly(def))
- WaypointSprite_UpdateRule(self.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
- WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
+ WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
+ WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
}
}
- if(self.waypointsprite_attached)
+ if(this.waypointsprite_attached)
{
FOREACH_CLIENT(IS_REAL_CLIENT(it), {
- if(self.waypointsprite_attached.waypointsprite_visible_for_player(self.waypointsprite_attached, it, it))
+ if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
{
msg_entity = it;
soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM); // play respawn sound
}
});
- WaypointSprite_Ping(self.waypointsprite_attached);
- //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
+ WaypointSprite_Ping(this.waypointsprite_attached);
+ //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
}
}
}
-void Item_RespawnThink()
-{SELFPARAM();
- self.nextthink = time;
- if(self.origin != self.oldorigin)
- ItemUpdate(self);
+void Item_RespawnThink(entity this)
+{
+ this.nextthink = time;
+ if(this.origin != this.oldorigin)
+ ItemUpdate(this);
- if(time >= self.wait)
- Item_Respawn();
+ if(time >= this.wait)
+ Item_Respawn(this);
}
void Item_ScheduleRespawnIn(entity e, float t)
return 1;
}
-void Item_Touch()
+void Item_Touch(entity this)
{
- SELFPARAM();
// remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
if (this.classname == "droppedweapon")
switch (MUTATOR_CALLHOOK(ItemTouch, this, other))
{
case MUT_ITEMTOUCH_RETURN: { return; }
- case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
+ case MUT_ITEMTOUCH_PICKUP: { other = M_ARGV(1, entity); goto pickup; }
}
+ other = M_ARGV(1, entity);
+
if (this.classname == "droppedweapon")
{
this.strength_finished = max(0, this.strength_finished - time);
if(this.team)
{
RandomSelection_Init();
- for(entity head = world; (head = findfloat(head, team, this.team)); )
+ for(entity head = NULL; (head = findfloat(head, team, this.team)); )
{
if(head.flags & FL_ITEM)
if(head.classname != "item_flag_team" && head.classname != "item_key_team")
Item_ScheduleInitialRespawn(this);
}
}
-void Item_Reset_self() { SELFPARAM(); Item_Reset(this); }
void Item_FindTeam(entity this)
{
entity e;
- if(self.effects & EF_NODRAW)
+ if(this.effects & EF_NODRAW)
{
// marker for item team search
- LOG_TRACE("Initializing item team ", ftos(self.team), "\n");
+ LOG_TRACE("Initializing item team ", ftos(this.team), "\n");
RandomSelection_Init();
- FOREACH_ENTITY_FLOAT(team, self.team,
+ FOREACH_ENTITY_FLOAT(team, this.team,
{
if(it.flags & FL_ITEM)
if(it.classname != "item_flag_team" && it.classname != "item_key_team")
e.state = 0;
Item_Show(e, 1);
- FOREACH_ENTITY_FLOAT(team, self.team,
+ FOREACH_ENTITY_FLOAT(team, this.team,
{
if(it.flags & FL_ITEM)
if(it.classname != "item_flag_team" && it.classname != "item_key_team")
}
});
- Item_Reset(self);
+ Item_Reset(this);
}
}
// Savage: used for item garbage-collection
-void RemoveItem()
-{SELFPARAM();
- if(wasfreed(self) || !self) { return; }
- Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(self), '0 0 0', 1);
- remove(self);
+void RemoveItem(entity this)
+{
+ if(wasfreed(this) || !this) { return; }
+ Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
+ remove(this);
}
// pickup evaluation functions
void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if(ITEM_DAMAGE_NEEDKILL(deathtype))
- WITHSELF(this, RemoveItem());
+ RemoveItem(this);
}
void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
this.SendFlags |= ISF_SIZE;
// note droptofloor returns false if stuck/or would fall too far
if (!this.noalign)
- WITHSELF(this, droptofloor());
+ droptofloor(this);
waypoint_spawnforitem(this);
}
return;
if(IS_DEAD(actor))
return;
- EXACTTRIGGER_TOUCH;
+ if(trigger.solid == SOLID_TRIGGER)
+ {
+ EXACTTRIGGER_TOUCH;
+ }
FOREACH_ENTITY_ENT(enemy, actor,
{
float n, i;
string s;
- self.use = target_items_use;
- if(!self.strength_finished)
- self.strength_finished = autocvar_g_balance_powerup_strength_time;
- if(!self.invincible_finished)
- self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
- if(!self.superweapons_finished)
- self.superweapons_finished = autocvar_g_balance_superweapons_time;
+ this.use = target_items_use;
+ if(!this.strength_finished)
+ this.strength_finished = autocvar_g_balance_powerup_strength_time;
+ if(!this.invincible_finished)
+ this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
+ if(!this.superweapons_finished)
+ this.superweapons_finished = autocvar_g_balance_superweapons_time;
- n = tokenize_console(self.netname);
+ n = tokenize_console(this.netname);
if(argv(0) == "give")
{
- self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
+ this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
}
else
{
for(i = 0; i < n; ++i)
{
- if (argv(i) == "unlimited_ammo") self.items |= IT_UNLIMITED_AMMO;
- else if(argv(i) == "unlimited_weapon_ammo") self.items |= IT_UNLIMITED_WEAPON_AMMO;
- else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
- else if(argv(i) == "strength") self.items |= ITEM_Strength.m_itemid;
- else if(argv(i) == "invincible") self.items |= ITEM_Shield.m_itemid;
- else if(argv(i) == "superweapons") self.items |= IT_SUPERWEAPON;
- else if(argv(i) == "jetpack") self.items |= ITEM_Jetpack.m_itemid;
- else if(argv(i) == "fuel_regen") self.items |= ITEM_JetpackRegen.m_itemid;
+ if (argv(i) == "unlimited_ammo") this.items |= IT_UNLIMITED_AMMO;
+ else if(argv(i) == "unlimited_weapon_ammo") this.items |= IT_UNLIMITED_WEAPON_AMMO;
+ else if(argv(i) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
+ else if(argv(i) == "strength") this.items |= ITEM_Strength.m_itemid;
+ else if(argv(i) == "invincible") this.items |= ITEM_Shield.m_itemid;
+ else if(argv(i) == "superweapons") this.items |= IT_SUPERWEAPON;
+ else if(argv(i) == "jetpack") this.items |= ITEM_Jetpack.m_itemid;
+ else if(argv(i) == "fuel_regen") this.items |= ITEM_JetpackRegen.m_itemid;
else
{
FOREACH(Weapons, it != WEP_Null, {
s = W_UndeprecateName(argv(i));
if(s == it.netname)
{
- self.weapons |= (it.m_wepset);
- if(self.spawnflags == 0 || self.spawnflags == 2)
+ this.weapons |= (it.m_wepset);
+ if(this.spawnflags == 0 || this.spawnflags == 2)
it.wr_init(it);
break;
}
}
string itemprefix, valueprefix;
- if(self.spawnflags == 0)
+ if(this.spawnflags == 0)
{
itemprefix = "";
valueprefix = "";
}
- else if(self.spawnflags == 1)
+ else if(this.spawnflags == 1)
{
itemprefix = "max ";
valueprefix = "max ";
}
- else if(self.spawnflags == 2)
+ else if(this.spawnflags == 2)
{
itemprefix = "min ";
valueprefix = "min ";
}
- else if(self.spawnflags == 4)
+ else if(this.spawnflags == 4)
{
itemprefix = "minus ";
valueprefix = "max ";
itemprefix = valueprefix = string_null;
}
- self.netname = "";
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * boolean(self.items & ITEM_Strength.m_itemid), "strength");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * boolean(self.items & ITEM_Shield.m_itemid), "invincible");
- self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * boolean(self.items & IT_SUPERWEAPON), "superweapons");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_Jetpack.m_itemid), "jetpack");
- self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, boolean(self.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
- if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
- if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
- if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
- if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
- if(self.ammo_plasma != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_plasma), "plasma");
- if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
- if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
- if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.armorvalue), "armor");
- FOREACH(Weapons, it != WEP_Null, self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & (it.m_wepset)), it.netname));
+ this.netname = "";
+ this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
+ this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
+ this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
+ this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
+ this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
+ this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
+ this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
+ if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
+ if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
+ if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
+ if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
+ if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
+ if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
+ if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
+ if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
+ FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
}
- self.netname = strzone(self.netname);
- //print(self.netname, "\n");
+ this.netname = strzone(this.netname);
+ //print(this.netname, "\n");
- n = tokenize_console(self.netname);
+ n = tokenize_console(this.netname);
for(i = 0; i < n; ++i)
{
FOREACH(Weapons, it != WEP_Null && argv(i) == it.netname, {
e.(regenfield) = max(e.(regenfield), time + regentime);
}
float GiveItems(entity e, float beginarg, float endarg)
-{SELFPARAM();
+{
float got, i, val, op;
float _switchweapon;
string cmd;
POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
if(e.superweapons_finished <= 0)
- if(self.weapons & WEPSET_SUPERWEAPONS)
+ if(e.weapons & WEPSET_SUPERWEAPONS)
e.superweapons_finished = autocvar_g_balance_superweapons_time;
if(e.strength_finished <= 0)