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1 #include "t_items.qh"
2
3 #include "items/_mod.qh"
4
5 #if defined(SVQC)
6
7     #include "../server/bot/api.qh"
8
9     #include <server/mutators/_mod.qh>
10
11     #include "../server/weapons/common.qh"
12     #include "../server/weapons/selection.qh"
13     #include "../server/weapons/weaponsystem.qh"
14
15     #include "constants.qh"
16     #include <common/deathtypes/all.qh>
17     #include <common/notifications/all.qh>
18         #include "triggers/subs.qh"
19     #include "util.qh"
20
21     #include <common/monsters/_mod.qh>
22
23     #include <common/weapons/_all.qh>
24
25     #include "../lib/warpzone/util_server.qh"
26 #elif defined(CSQC)
27         #include "physics/movetypes/movetypes.qh"
28         #include <common/weapons/_all.qh>
29         #include "../lib/csqcmodel/cl_model.qh"
30         #include "../lib/csqcmodel/common.qh"
31 #endif
32
33 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
34
35 #ifdef CSQC
36 bool autocvar_cl_ghost_items_vehicle = true;
37 .vector item_glowmod;
38 void Item_SetAlpha(entity this)
39 {
40         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
41
42         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
43         {
44                 this.alpha = 1;
45                 this.colormod = '1 1 1';
46                 this.glowmod = this.item_glowmod;
47         }
48         else
49         {
50                 if (autocvar_cl_ghost_items_color)
51                 {
52                         this.alpha = autocvar_cl_ghost_items;
53                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
54                 }
55                 else
56                         this.alpha = -1;
57         }
58
59         if(!veh_hud)
60         if(this.ItemStatus & ITS_STAYWEP)
61         {
62                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
63                 this.alpha = autocvar_cl_weapon_stay_alpha;
64         }
65 }
66
67 void ItemDraw(entity this)
68 {
69     if(this.gravity)
70     {
71         Movetype_Physics_MatchServer(this, false);
72         if(IS_ONGROUND(this))
73         { // For some reason avelocity gets set to '0 0 0' here ...
74             this.oldorigin = this.origin;
75             this.gravity = 0;
76
77             if(autocvar_cl_animate_items)
78             { // ... so reset it if animations are requested.
79                 if(this.ItemStatus & ITS_ANIMATE1)
80                     this.avelocity = '0 180 0';
81
82                 if(this.ItemStatus & ITS_ANIMATE2)
83                     this.avelocity = '0 -90 0';
84             }
85         }
86     }
87     else if (autocvar_cl_animate_items)
88     {
89         if(this.ItemStatus & ITS_ANIMATE1)
90         {
91             this.angles += this.avelocity * frametime;
92             setorigin(this, '0 0 10' + this.oldorigin + '0 0 8' * sin(time * 2));
93         }
94
95         if(this.ItemStatus & ITS_ANIMATE2)
96         {
97             this.angles += this.avelocity * frametime;
98             setorigin(this, '0 0 8' + this.oldorigin + '0 0 4' * sin(time * 3));
99         }
100     }
101
102     Item_SetAlpha(this);
103 }
104
105 void ItemDrawSimple(entity this)
106 {
107     if(this.gravity)
108     {
109         Movetype_Physics_MatchServer(this, false);
110
111         if(IS_ONGROUND(this))
112             this.gravity = 0;
113     }
114
115     Item_SetAlpha(this);
116 }
117
118 void Item_PreDraw(entity this)
119 {
120         if(warpzone_warpzones_exist)
121         {
122                 // just incase warpzones were initialized last, reset these
123                 //this.alpha = 1; // alpha is already set by the draw function
124                 this.drawmask = MASK_NORMAL;
125                 return;
126         }
127         float alph;
128         vector org = getpropertyvec(VF_ORIGIN);
129         if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
130                 alph = 0;
131         else if(this.fade_start)
132                 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
133         else
134                 alph = 1;
135         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
136         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
137                 this.alpha = alph;
138         if(alph <= 0)
139                 this.drawmask = 0;
140         else
141                 this.drawmask = MASK_NORMAL;
142 }
143
144 void ItemRemove(entity this)
145 {
146         if(this.mdl)
147                 strunzone(this.mdl);
148 }
149
150 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
151 {
152     int sf = ReadByte();
153
154     if(sf & ISF_LOCATION)
155     {
156         this.origin_x = ReadCoord();
157         this.origin_y = ReadCoord();
158         this.origin_z = ReadCoord();
159         setorigin(this, this.origin);
160         this.oldorigin = this.origin;
161     }
162
163     if(sf & ISF_ANGLES)
164     {
165         this.angles_x = ReadAngle();
166         this.angles_y = ReadAngle();
167         this.angles_z = ReadAngle();
168     }
169
170     if(sf & ISF_SIZE)
171     {
172         float use_bigsize = ReadByte();
173         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
174     }
175
176     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
177     {
178         this.ItemStatus = ReadByte();
179
180         Item_SetAlpha(this);
181
182         if(autocvar_cl_fullbright_items)
183             if(this.ItemStatus & ITS_ALLOWFB)
184                 this.effects |= EF_FULLBRIGHT;
185
186         if(this.ItemStatus & ITS_GLOW)
187         {
188             if(this.ItemStatus & ITS_AVAILABLE)
189                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
190             else
191                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
192         }
193     }
194
195     if(sf & ISF_MODEL)
196     {
197         this.drawmask  = MASK_NORMAL;
198                 set_movetype(this, MOVETYPE_TOSS);
199                 if (isnew) IL_PUSH(g_drawables, this);
200         this.draw       = ItemDraw;
201         this.solid = SOLID_TRIGGER;
202         //this.flags |= FL_ITEM;
203
204         bool use_bigsize = ReadByte();
205
206         this.fade_end = ReadShort();
207         this.fade_start = ReadShort();
208         if(this.fade_start && !autocvar_cl_items_nofade)
209                 setpredraw(this, Item_PreDraw);
210
211         if(this.mdl)
212             strunzone(this.mdl);
213
214         this.mdl = "";
215         string _fn = ReadString();
216
217         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
218         {
219             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
220             this.draw = ItemDrawSimple;
221
222             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
223                 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
224             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
225                 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
226             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
227                 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
228             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
229                 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
230             else
231             {
232                 this.draw = ItemDraw;
233                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
234             }
235         }
236
237         if(this.draw != ItemDrawSimple)
238             this.mdl = strzone(_fn);
239
240
241         if(this.mdl == "")
242             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
243
244         precache_model(this.mdl);
245         _setmodel(this, this.mdl);
246
247         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
248     }
249
250     if(sf & ISF_COLORMAP)
251     {
252         this.colormap = ReadShort();
253         this.item_glowmod_x = ReadByte() / 255.0;
254         this.item_glowmod_y = ReadByte() / 255.0;
255         this.item_glowmod_z = ReadByte() / 255.0;
256     }
257
258     if(sf & ISF_DROP)
259     {
260         this.gravity = 1;
261         this.pushable = true;
262         //this.angles = '0 0 0';
263         set_movetype(this, MOVETYPE_TOSS);
264         this.velocity_x = ReadCoord();
265         this.velocity_y = ReadCoord();
266         this.velocity_z = ReadCoord();
267         setorigin(this, this.oldorigin);
268
269         if(!this.move_time)
270         {
271             this.move_time = time;
272             this.spawntime = time;
273         }
274         else
275             this.move_time = max(this.move_time, time);
276     }
277
278     if(autocvar_cl_animate_items)
279     {
280         if(this.ItemStatus & ITS_ANIMATE1)
281             this.avelocity = '0 180 0';
282
283         if(this.ItemStatus & ITS_ANIMATE2)
284             this.avelocity = '0 -90 0';
285     }
286
287     this.entremove = ItemRemove;
288
289     return true;
290 }
291
292 #endif
293
294 #ifdef SVQC
295 bool ItemSend(entity this, entity to, int sf)
296 {
297         if(this.gravity)
298                 sf |= ISF_DROP;
299         else
300                 sf &= ~ISF_DROP;
301
302         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
303         WriteByte(MSG_ENTITY, sf);
304
305         //WriteByte(MSG_ENTITY, this.cnt);
306         if(sf & ISF_LOCATION)
307         {
308                 WriteCoord(MSG_ENTITY, this.origin.x);
309                 WriteCoord(MSG_ENTITY, this.origin.y);
310                 WriteCoord(MSG_ENTITY, this.origin.z);
311         }
312
313         if(sf & ISF_ANGLES)
314         {
315                 WriteAngle(MSG_ENTITY, this.angles_x);
316                 WriteAngle(MSG_ENTITY, this.angles_y);
317                 WriteAngle(MSG_ENTITY, this.angles_z);
318         }
319
320         if(sf & ISF_SIZE)
321         {
322                 Pickup p = this.itemdef;
323                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
324         }
325
326         if(sf & ISF_STATUS)
327                 WriteByte(MSG_ENTITY, this.ItemStatus);
328
329         if(sf & ISF_MODEL)
330         {
331                 Pickup p = this.itemdef;
332                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
333                 WriteShort(MSG_ENTITY, this.fade_end);
334                 WriteShort(MSG_ENTITY, this.fade_start);
335
336                 if(this.mdl == "")
337                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
338
339                 WriteString(MSG_ENTITY, this.mdl);
340         }
341
342
343         if(sf & ISF_COLORMAP)
344         {
345                 WriteShort(MSG_ENTITY, this.colormap);
346                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
347         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
348         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
349         }
350
351         if(sf & ISF_DROP)
352         {
353                 WriteCoord(MSG_ENTITY, this.velocity.x);
354                 WriteCoord(MSG_ENTITY, this.velocity.y);
355                 WriteCoord(MSG_ENTITY, this.velocity.z);
356         }
357
358         return true;
359 }
360
361 void ItemUpdate(entity this)
362 {
363         this.oldorigin = this.origin;
364         this.SendFlags |= ISF_LOCATION;
365 }
366
367 void UpdateItemAfterTeleport(entity this)
368 {
369         if(getSendEntity(this) == ItemSend)
370                 ItemUpdate(this);
371 }
372
373 bool have_pickup_item(entity this)
374 {
375         if(this.itemdef.instanceOfPowerup)
376         {
377                 if(autocvar_g_powerups > 0)
378                         return true;
379                 if(autocvar_g_powerups == 0)
380                         return false;
381         }
382         else
383         {
384                 if(autocvar_g_pickup_items > 0)
385                         return true;
386                 if(autocvar_g_pickup_items == 0)
387                         return false;
388                 if(g_weaponarena)
389                         if(this.weapons || (this.items & IT_AMMO)) // no item or ammo pickups in weaponarena
390                                 return false;
391         }
392         return true;
393 }
394
395 /*
396 float Item_Customize()
397 {
398         if(this.spawnshieldtime)
399                 return true;
400         if(this.weapons & ~other.weapons)
401         {
402                 this.colormod = '0 0 0';
403                 this.glowmod = this.colormod;
404                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
405                 return true;
406         }
407         else
408         {
409                 if(g_ghost_items)
410                 {
411                         this.colormod = stov(autocvar_g_ghost_items_color);
412                         this.glowmod = this.colormod;
413                         this.alpha = g_ghost_items;
414                         return true;
415                 }
416                 else
417                         return false;
418         }
419 }
420 */
421
422 void Item_Show (entity e, float mode)
423 {
424         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
425         e.ItemStatus &= ~ITS_STAYWEP;
426         entity def = e.itemdef;
427         if (mode > 0)
428         {
429                 // make the item look normal, and be touchable
430                 e.model = e.mdl;
431                 e.solid = SOLID_TRIGGER;
432                 e.spawnshieldtime = 1;
433                 e.ItemStatus |= ITS_AVAILABLE;
434         }
435         else if (mode < 0)
436         {
437                 // hide the item completely
438                 e.model = string_null;
439                 e.solid = SOLID_NOT;
440                 e.spawnshieldtime = 1;
441                 e.ItemStatus &= ~ITS_AVAILABLE;
442         }
443         else {
444         bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
445                 || e.team // weapon stay isn't supported for teamed weapons
446                 ;
447         if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
448         {
449                 // make the item translucent and not touchable
450                 e.model = e.mdl;
451                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
452                 e.effects |= EF_STARDUST;
453                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
454                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
455         }
456         else
457         {
458                 //setmodel(e, "null");
459                 e.solid = SOLID_NOT;
460                 e.colormod = '0 0 0';
461                 //e.glowmod = e.colormod;
462                 e.spawnshieldtime = 1;
463                 e.ItemStatus &= ~ITS_AVAILABLE;
464         }}
465
466         if (def.m_glow)
467                 e.ItemStatus |= ITS_GLOW;
468
469         if (autocvar_g_nodepthtestitems)
470                 e.effects |= EF_NODEPTHTEST;
471
472
473         if (autocvar_g_fullbrightitems)
474                 e.ItemStatus |= ITS_ALLOWFB;
475
476         if (autocvar_sv_simple_items)
477                 e.ItemStatus |= ITS_ALLOWSI;
478
479         // relink entity (because solid may have changed)
480         setorigin(e, e.origin);
481         e.SendFlags |= ISF_STATUS;
482 }
483
484 void Item_Think(entity this)
485 {
486         this.nextthink = time;
487         if(this.origin != this.oldorigin)
488                 ItemUpdate(this);
489 }
490
491 bool Item_ItemsTime_SpectatorOnly(GameItem it);
492 bool Item_ItemsTime_Allow(GameItem it);
493 float Item_ItemsTime_UpdateTime(entity e, float t);
494 void Item_ItemsTime_SetTime(entity e, float t);
495 void Item_ItemsTime_SetTimesForAllPlayers();
496
497 void Item_Respawn (entity this)
498 {
499         Item_Show(this, 1);
500         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
501         setorigin(this, this.origin);
502
503     if (Item_ItemsTime_Allow(this.itemdef) || this.weapons & WEPSET_SUPERWEAPONS)
504         {
505                 float t = Item_ItemsTime_UpdateTime(this, 0);
506                 Item_ItemsTime_SetTime(this, t);
507                 Item_ItemsTime_SetTimesForAllPlayers();
508         }
509
510         setthink(this, Item_Think);
511         this.nextthink = time;
512
513         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
514         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
515 }
516
517 void Item_RespawnCountdown (entity this)
518 {
519         if(this.count >= ITEM_RESPAWN_TICKS)
520         {
521                 if(this.waypointsprite_attached)
522                         WaypointSprite_Kill(this.waypointsprite_attached);
523                 Item_Respawn(this);
524         }
525         else
526         {
527                 this.nextthink = time + 1;
528                 this.count += 1;
529                 if(this.count == 1)
530                 {
531                         MUTATOR_CALLHOOK(Item_RespawnCountdown, string_null, '0 0 0');
532                         do {
533                                 {
534                                         entity wi = Weapons_from(this.weapon);
535                                         if (wi != WEP_Null) {
536                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
537                                                 wp.wp_extra = wi.m_id;
538                                                 break;
539                                         }
540                                 }
541                                 {
542                                         entity ii = this.itemdef;
543                                         if (ii != NULL) {
544                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
545                                                 wp.wp_extra = ii.m_id;
546                                                 break;
547                                         }
548                                 }
549                         } while (0);
550             if(this.waypointsprite_attached)
551             {
552                 GameItem def = this.itemdef;
553                 if (Item_ItemsTime_SpectatorOnly(def))
554                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
555                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
556             }
557                 }
558
559                 if(this.waypointsprite_attached)
560                 {
561                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
562                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
563                                 {
564                                         msg_entity = it;
565                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
566                                 }
567                         });
568
569                         WaypointSprite_Ping(this.waypointsprite_attached);
570                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
571                 }
572         }
573 }
574
575 void Item_RespawnThink(entity this)
576 {
577         this.nextthink = time;
578         if(this.origin != this.oldorigin)
579                 ItemUpdate(this);
580
581         if(time >= this.wait)
582                 Item_Respawn(this);
583 }
584
585 void Item_ScheduleRespawnIn(entity e, float t)
586 {
587         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
588         if ((Item_ItemsTime_Allow(e.itemdef) || e.weapons & WEPSET_SUPERWEAPONS) && (t - ITEM_RESPAWN_TICKS) > 0)
589         {
590                 setthink(e, Item_RespawnCountdown);
591                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
592                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
593                 e.count = 0;
594                 t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
595                 Item_ItemsTime_SetTime(e, t);
596                 Item_ItemsTime_SetTimesForAllPlayers();
597         }
598         else
599         {
600                 setthink(e, Item_RespawnThink);
601                 e.nextthink = time;
602                 e.scheduledrespawntime = time + t;
603                 e.wait = time + t;
604         }
605 }
606
607 void Item_ScheduleRespawn(entity e)
608 {
609         if(e.respawntime > 0)
610         {
611                 Item_Show(e, 0);
612                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
613         }
614         else // if respawntime is -1, this item does not respawn
615                 Item_Show(e, -1);
616 }
617
618 void Item_ScheduleInitialRespawn(entity e)
619 {
620         Item_Show(e, 0);
621         Item_ScheduleRespawnIn(e, game_starttime - time + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
622 }
623
624 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
625 {
626         if (!item.(ammotype))
627                 return false;
628
629         if (item.spawnshieldtime)
630         {
631                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
632                 {
633                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
634                         goto YEAH;
635                 }
636         }
637         else if(g_weapon_stay == 2)
638         {
639                 float mi = min(item.(ammotype), ammomax);
640                 if (player.(ammotype) < mi)
641                 {
642                         player.(ammotype) = mi;
643                         goto YEAH;
644                 }
645         }
646
647         return false;
648
649 LABEL(YEAH)
650         switch(mode)
651         {
652                 case ITEM_MODE_FUEL:
653                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
654                         break;
655                 case ITEM_MODE_HEALTH:
656                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
657                         break;
658                 case ITEM_MODE_ARMOR:
659                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
660                         break;
661                 default:
662                         break;
663         }
664         return true;
665 }
666
667 float Item_GiveTo(entity item, entity player)
668 {
669         float pickedup;
670
671         // if nothing happens to player, just return without taking the item
672         pickedup = false;
673         int _switchweapon = 0;
674         // in case the player has autoswitch enabled do the following:
675         // if the player is using their best weapon before items are given, they
676         // probably want to switch to an even better weapon after items are given
677
678         if(player.autoswitch)
679         {
680                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
681                 {
682                         .entity weaponentity = weaponentities[slot];
683                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
684                         {
685                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
686                                         _switchweapon |= BIT(slot);
687
688                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
689                                         _switchweapon |= BIT(slot);
690                         }
691                 }
692         }
693
694         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
695         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
696         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
697         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
698         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
699         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
700         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
701         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
702
703         if (item.itemdef.instanceOfWeaponPickup)
704         {
705                 WepSet w;
706                 w = item.weapons;
707                 w &= ~player.weapons;
708
709                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
710                 {
711                         pickedup = true;
712                         FOREACH(Weapons, it != WEP_Null, {
713                                 if(w & (it.m_wepset))
714                                 {
715                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
716                                         {
717                                                 .entity weaponentity = weaponentities[slot];
718                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
719                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
720                                         }
721                                         W_GiveWeapon(player, it.m_id);
722                                 }
723                         });
724                 }
725         }
726
727         if (item.itemdef.instanceOfPowerup)
728         {
729                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
730                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
731                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
732                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
733         }
734
735         int its;
736         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
737         {
738                 pickedup = true;
739                 player.items |= its;
740                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
741         }
742
743         if (item.strength_finished)
744         {
745                 pickedup = true;
746                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
747         }
748         if (item.invincible_finished)
749         {
750                 pickedup = true;
751                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
752         }
753         if (item.superweapons_finished)
754         {
755                 pickedup = true;
756                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
757         }
758
759 LABEL(skip)
760
761         // always eat teamed entities
762         if(item.team)
763                 pickedup = true;
764
765         if (!pickedup)
766                 return 0;
767
768         // crude hack to enforce switching weapons
769         if(g_cts && item.itemdef.instanceOfWeaponPickup)
770         {
771                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
772                 {
773                         .entity weaponentity = weaponentities[slot];
774                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
775                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
776                 }
777                 return 1;
778         }
779
780         if(_switchweapon)
781         {
782                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
783                 {
784                         .entity weaponentity = weaponentities[slot];
785                         if(_switchweapon & BIT(slot))
786                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
787                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
788                 }
789         }
790
791         return 1;
792 }
793
794 void Item_Touch(entity this, entity toucher)
795 {
796
797         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
798         if (this.classname == "droppedweapon")
799         {
800                 if (ITEM_TOUCH_NEEDKILL())
801                 {
802                         delete(this);
803                         return;
804                 }
805         }
806
807         if(!(toucher.flags & FL_PICKUPITEMS)
808         || STAT(FROZEN, toucher)
809         || IS_DEAD(toucher)
810         || (this.solid != SOLID_TRIGGER)
811         || (this.owner == toucher)
812         || (time < this.item_spawnshieldtime)
813         ) { return; }
814
815         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
816         {
817                 case MUT_ITEMTOUCH_RETURN: { return; }
818                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
819         }
820
821         toucher = M_ARGV(1, entity);
822
823         if (this.classname == "droppedweapon")
824         {
825                 this.strength_finished = max(0, this.strength_finished - time);
826                 this.invincible_finished = max(0, this.invincible_finished - time);
827                 this.superweapons_finished = max(0, this.superweapons_finished - time);
828         }
829         entity it = this.itemdef;
830         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
831         if (!gave)
832         {
833                 if (this.classname == "droppedweapon")
834                 {
835                         // undo what we did above
836                         this.strength_finished += time;
837                         this.invincible_finished += time;
838                         this.superweapons_finished += time;
839                 }
840                 return;
841         }
842
843 LABEL(pickup)
844
845         toucher.last_pickup = time;
846
847         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
848         _sound (toucher, (this.itemdef.instanceOfPowerup ? CH_TRIGGER_SINGLE : CH_TRIGGER), (this.item_pickupsound ? this.item_pickupsound : Sound_fixpath(this.item_pickupsound_ent)), VOL_BASE, ATTEN_NORM);
849
850         if (this.classname == "droppedweapon")
851                 delete (this);
852         else if (this.spawnshieldtime)
853         {
854                 entity e;
855                 if(this.team)
856                 {
857                         RandomSelection_Init();
858                         IL_EACH(g_items, it.team == this.team,
859                         {
860                                 if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
861                                 {
862                                         Item_Show(it, -1);
863                                         RandomSelection_AddEnt(it, it.cnt, 0);
864                                 }
865                         });
866                         e = RandomSelection_chosen_ent;
867
868                 }
869                 else
870                         e = this;
871                 Item_ScheduleRespawn(e);
872         }
873 }
874
875 void Item_Reset(entity this)
876 {
877         Item_Show(this, !this.state);
878         setorigin(this, this.origin);
879
880         if (this.classname != "droppedweapon")
881         {
882                 setthink(this, Item_Think);
883                 this.nextthink = time;
884
885                 if (this.waypointsprite_attached)
886                         WaypointSprite_Kill(this.waypointsprite_attached);
887
888                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
889                         Item_ScheduleInitialRespawn(this);
890         }
891 }
892
893 void Item_FindTeam(entity this)
894 {
895         entity e;
896
897         if(this.effects & EF_NODRAW)
898         {
899                 // marker for item team search
900                 LOG_TRACE("Initializing item team ", ftos(this.team));
901                 RandomSelection_Init();
902                 IL_EACH(g_items, it.team == this.team,
903                 {
904                         if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
905                                 RandomSelection_AddEnt(it, it.cnt, 0);
906                 });
907
908                 e = RandomSelection_chosen_ent;
909                 e.state = 0;
910                 Item_Show(e, 1);
911
912                 IL_EACH(g_items, it.team == this.team,
913                 {
914                         if(it.classname != "item_flag_team" && it.classname != "item_kh_key")
915                         {
916                                 if(it != e)
917                                 {
918                                         // make it non-spawned
919                                         Item_Show(it, -1);
920                                         it.state = 1; // state 1 = initially hidden item, apparently
921                                 }
922                                 it.effects &= ~EF_NODRAW;
923                         }
924                 });
925
926                 Item_Reset(this);
927         }
928 }
929
930 // Savage: used for item garbage-collection
931 void RemoveItem(entity this)
932 {
933         if(wasfreed(this) || !this) { return; }
934         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
935         delete(this);
936 }
937
938 // pickup evaluation functions
939 // these functions decide how desirable an item is to the bots
940
941 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
942
943 float weapon_pickupevalfunc(entity player, entity item)
944 {
945         float c;
946
947         // See if I have it already
948         if(item.weapons & ~player.weapons)
949         {
950                 // If I can pick it up
951                 if(!item.spawnshieldtime)
952                         c = 0;
953                 else if(player.ammo_cells || player.ammo_shells || player.ammo_plasma || player.ammo_nails || player.ammo_rockets)
954                 {
955                         // Skilled bots will grab more
956                         c = bound(0, skill / 10, 1) * 0.5;
957                 }
958                 else
959                         c = 0;
960         }
961         else
962                 c = 1;
963
964         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
965         if( bot_custom_weapon && c )
966         {
967                 // Find the highest position on any range
968                 int position = -1;
969                 for (int j = 0; j < WEP_LAST ; ++j){
970                         if(
971                                         bot_weapons_far[j] == item.weapon ||
972                                         bot_weapons_mid[j] == item.weapon ||
973                                         bot_weapons_close[j] == item.weapon
974                           )
975                         {
976                                 position = j;
977                                 break;
978                         }
979                 }
980
981                 // Rate it
982                 if (position >= 0 )
983                 {
984                         position = WEP_LAST - position;
985                         // item.bot_pickupbasevalue is overwritten here
986                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
987                 }
988         }
989
990         return item.bot_pickupbasevalue * c;
991 }
992
993 float commodity_pickupevalfunc(entity player, entity item)
994 {
995         float c;
996         float need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
997         c = 0;
998
999         // Detect needed ammo
1000         FOREACH(Weapons, it != WEP_Null, {
1001                 if(!(player.weapons & (it.m_wepset)))
1002                         continue;
1003
1004                 if(it.items & ITEM_Shells.m_itemid)
1005                         need_shells = true;
1006                 else if(it.items & ITEM_Bullets.m_itemid)
1007                         need_nails = true;
1008                 else if(it.items & ITEM_Rockets.m_itemid)
1009                         need_rockets = true;
1010                 else if(it.items & ITEM_Cells.m_itemid)
1011                         need_cells = true;
1012                 else if(it.items & ITEM_Plasma.m_itemid)
1013                         need_plasma = true;
1014                 else if(it.items & ITEM_JetpackFuel.m_itemid)
1015                         need_fuel = true;
1016         });
1017
1018         // TODO: figure out if the player even has the weapon this ammo is for?
1019         // may not affect strategy much though...
1020         // find out how much more ammo/armor/health the player can hold
1021         if (need_shells)
1022         if (item.ammo_shells)
1023         if (player.ammo_shells < g_pickup_shells_max)
1024                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
1025         if (need_nails)
1026         if (item.ammo_nails)
1027         if (player.ammo_nails < g_pickup_nails_max)
1028                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
1029         if (need_rockets)
1030         if (item.ammo_rockets)
1031         if (player.ammo_rockets < g_pickup_rockets_max)
1032                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
1033         if (need_cells)
1034         if (item.ammo_cells)
1035         if (player.ammo_cells < g_pickup_cells_max)
1036                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
1037         if (need_plasma)
1038         if (item.ammo_plasma)
1039         if (player.ammo_plasma < g_pickup_plasma_max)
1040                 c = c + max(0, 1 - player.ammo_plasma / g_pickup_plasma_max);
1041         if (need_fuel)
1042         if (item.ammo_fuel)
1043         if (player.ammo_fuel < g_pickup_fuel_max)
1044                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
1045         if (item.armorvalue)
1046         if (player.armorvalue < item.max_armorvalue)
1047                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
1048         if (item.health)
1049         if (player.health < item.max_health)
1050                 c = c + max(0, 1 - player.health / item.max_health);
1051
1052         return item.bot_pickupbasevalue * c;
1053 }
1054
1055 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1056 {
1057         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1058                 RemoveItem(this);
1059 }
1060
1061 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1062 {
1063         string itemname = def.m_name;
1064         Model itemmodel = def.m_model;
1065     Sound pickupsound = def.m_sound;
1066         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1067         float pickupbasevalue = def.m_botvalue;
1068         int itemflags = def.m_itemflags;
1069
1070         startitem_failed = false;
1071
1072         this.item_model_ent = itemmodel;
1073     this.item_pickupsound_ent = pickupsound;
1074
1075         if(!this.respawntime) // both need to be set
1076         {
1077                 this.respawntime = defaultrespawntime;
1078                 this.respawntimejitter = defaultrespawntimejitter;
1079         }
1080
1081         int itemid = def.m_itemid;
1082         this.items = itemid;
1083         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1084         this.weapon = weaponid;
1085
1086         if(!this.fade_end)
1087         {
1088                 this.fade_start = autocvar_g_items_mindist;
1089                 this.fade_end = autocvar_g_items_maxdist;
1090         }
1091
1092         if(weaponid)
1093                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1094
1095         this.flags = FL_ITEM | itemflags;
1096         IL_PUSH(g_items, this);
1097
1098         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1099         {
1100                 startitem_failed = true;
1101                 delete(this);
1102                 return;
1103         }
1104
1105         // is it a dropped weapon?
1106         if (this.classname == "droppedweapon")
1107         {
1108                 this.reset = SUB_Remove;
1109                 // it's a dropped weapon
1110                 set_movetype(this, MOVETYPE_TOSS);
1111
1112                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1113                 setthink(this, RemoveItem);
1114                 this.nextthink = time + 20;
1115
1116                 this.takedamage = DAMAGE_YES;
1117                 this.event_damage = Item_Damage;
1118
1119                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1120                 {
1121                         // if item is worthless after a timer, have it expire then
1122                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1123                 }
1124
1125                 // don't drop if in a NODROP zone (such as lava)
1126                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1127                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1128                 {
1129                         startitem_failed = true;
1130                         delete(this);
1131                         return;
1132                 }
1133         }
1134         else
1135         {
1136                 if(!have_pickup_item(this))
1137                 {
1138                         startitem_failed = true;
1139                         delete (this);
1140                         return;
1141                 }
1142
1143                 if(this.angles != '0 0 0')
1144                         this.SendFlags |= ISF_ANGLES;
1145
1146                 this.reset = Item_Reset;
1147                 // it's a level item
1148                 if(this.spawnflags & 1)
1149                         this.noalign = 1;
1150                 if (this.noalign > 0)
1151                         set_movetype(this, MOVETYPE_NONE);
1152                 else
1153                         set_movetype(this, MOVETYPE_TOSS);
1154                 // do item filtering according to game mode and other things
1155                 if (this.noalign <= 0)
1156                 {
1157                         // first nudge it off the floor a little bit to avoid math errors
1158                         setorigin(this, this.origin + '0 0 1');
1159                         // set item size before we spawn a spawnfunc_waypoint
1160                         setsize(this, def.m_mins, def.m_maxs);
1161                         this.SendFlags |= ISF_SIZE;
1162                         // note droptofloor returns false if stuck/or would fall too far
1163                         if (!this.noalign)
1164                                 droptofloor(this);
1165                         waypoint_spawnforitem(this);
1166                 }
1167
1168                 /*
1169                  * can't do it that way, as it would break maps
1170                  * TODO make a target_give like entity another way, that perhaps has
1171                  * the weapon name in a key
1172                 if(this.targetname)
1173                 {
1174                         // target_give not yet supported; maybe later
1175                         print("removed targeted ", this.classname, "\n");
1176                         startitem_failed = true;
1177                         remove (this);
1178                         return;
1179                 }
1180                 */
1181
1182                 if(autocvar_spawn_debug >= 2)
1183                 {
1184             // why not flags & fl_item?
1185                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1186                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1187                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1188                 error("Mapper sucks.");
1189             });
1190                         this.is_item = true;
1191                 }
1192
1193                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1194
1195                 precache_model(this.model);
1196                 precache_sound(this.item_pickupsound);
1197
1198                 if (   def.instanceOfPowerup
1199                         || def.instanceOfWeaponPickup
1200                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1201                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1202                         || (itemid & (IT_KEY1 | IT_KEY2))
1203                 ) this.target = "###item###"; // for finding the nearest item using find()
1204
1205                 Item_ItemsTime_SetTime(this, 0);
1206         }
1207
1208         this.bot_pickup = true;
1209         this.bot_pickupevalfunc = pickupevalfunc;
1210         this.bot_pickupbasevalue = pickupbasevalue;
1211         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1212         this.netname = itemname;
1213         settouch(this, Item_Touch);
1214         setmodel(this, MDL_Null); // precision set below
1215         //this.effects |= EF_LOWPRECISION;
1216
1217         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1218
1219         this.SendFlags |= ISF_SIZE;
1220
1221         if (!(this.spawnflags & 1024)) {
1222                 if(def.instanceOfPowerup)
1223                         this.ItemStatus |= ITS_ANIMATE1;
1224
1225                 if(this.armorvalue || this.health)
1226                         this.ItemStatus |= ITS_ANIMATE2;
1227         }
1228
1229         if(def.instanceOfWeaponPickup)
1230         {
1231                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1232                         this.colormap = 1024; // color shirt=0 pants=0 grey
1233                 else
1234                         this.gravity = 1;
1235                 if (!(this.spawnflags & 1024))
1236                         this.ItemStatus |= ITS_ANIMATE1;
1237                 this.SendFlags |= ISF_COLORMAP;
1238         }
1239
1240         this.state = 0;
1241         if(this.team) // broken, no idea why.
1242         {
1243                 if(!this.cnt)
1244                         this.cnt = 1; // item probability weight
1245
1246                 this.effects |= EF_NODRAW; // marker for item team search
1247                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1248         }
1249         else
1250                 Item_Reset(this);
1251
1252         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1253
1254         // call this hook after everything else has been done
1255         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1256         {
1257                 startitem_failed = true;
1258                 delete(this);
1259                 return;
1260         }
1261 }
1262
1263 void StartItem(entity this, GameItem def)
1264 {
1265     _StartItem(
1266         this,
1267         this.itemdef = def,
1268         def.m_respawntime(), // defaultrespawntime
1269         def.m_respawntimejitter() // defaultrespawntimejitter
1270         );
1271 }
1272
1273 spawnfunc(item_rockets)
1274 {
1275         if(!this.ammo_rockets)
1276                 this.ammo_rockets = g_pickup_rockets;
1277         if(!this.pickup_anyway)
1278                 this.pickup_anyway = g_pickup_ammo_anyway;
1279     StartItem(this, ITEM_Rockets);
1280 }
1281
1282 spawnfunc(item_bullets)
1283 {
1284         if(!weaponswapping)
1285         if(autocvar_sv_q3acompat_machineshotgunswap)
1286         if(this.classname != "droppedweapon")
1287         {
1288                 weaponswapping = true;
1289                 spawnfunc_item_shells(this);
1290                 weaponswapping = false;
1291                 return;
1292         }
1293
1294         if(!this.ammo_nails)
1295                 this.ammo_nails = g_pickup_nails;
1296         if(!this.pickup_anyway)
1297                 this.pickup_anyway = g_pickup_ammo_anyway;
1298     StartItem(this, ITEM_Bullets);
1299 }
1300
1301 spawnfunc(item_cells)
1302 {
1303         if(!this.ammo_cells)
1304                 this.ammo_cells = g_pickup_cells;
1305         if(!this.pickup_anyway)
1306                 this.pickup_anyway = g_pickup_ammo_anyway;
1307         StartItem(this, ITEM_Cells);
1308 }
1309
1310 spawnfunc(item_plasma)
1311 {
1312         if(!this.ammo_plasma)
1313                 this.ammo_plasma = g_pickup_plasma;
1314         if(!this.pickup_anyway)
1315                 this.pickup_anyway = g_pickup_ammo_anyway;
1316         StartItem(this, ITEM_Plasma);
1317 }
1318
1319 spawnfunc(item_shells)
1320 {
1321         if(!weaponswapping)
1322         if(autocvar_sv_q3acompat_machineshotgunswap)
1323         if(this.classname != "droppedweapon")
1324         {
1325                 weaponswapping = true;
1326                 spawnfunc_item_bullets(this);
1327                 weaponswapping = false;
1328                 return;
1329         }
1330
1331         if(!this.ammo_shells)
1332                 this.ammo_shells = g_pickup_shells;
1333         if(!this.pickup_anyway)
1334                 this.pickup_anyway = g_pickup_ammo_anyway;
1335         StartItem(this, ITEM_Shells);
1336 }
1337
1338 spawnfunc(item_armor_small)
1339 {
1340         if(!this.armorvalue)
1341                 this.armorvalue = g_pickup_armorsmall;
1342         if(!this.max_armorvalue)
1343                 this.max_armorvalue = g_pickup_armorsmall_max;
1344         if(!this.pickup_anyway)
1345                 this.pickup_anyway = g_pickup_armorsmall_anyway;
1346         StartItem(this, ITEM_ArmorSmall);
1347 }
1348
1349 spawnfunc(item_armor_medium)
1350 {
1351         if(!this.armorvalue)
1352                 this.armorvalue = g_pickup_armormedium;
1353         if(!this.max_armorvalue)
1354                 this.max_armorvalue = g_pickup_armormedium_max;
1355         if(!this.pickup_anyway)
1356                 this.pickup_anyway = g_pickup_armormedium_anyway;
1357         StartItem(this, ITEM_ArmorMedium);
1358 }
1359
1360 spawnfunc(item_armor_big)
1361 {
1362         if(!this.armorvalue)
1363                 this.armorvalue = g_pickup_armorbig;
1364         if(!this.max_armorvalue)
1365                 this.max_armorvalue = g_pickup_armorbig_max;
1366         if(!this.pickup_anyway)
1367                 this.pickup_anyway = g_pickup_armorbig_anyway;
1368         StartItem(this, ITEM_ArmorLarge);
1369 }
1370
1371 spawnfunc(item_armor_large)
1372 {
1373         if(!this.armorvalue)
1374                 this.armorvalue = g_pickup_armorlarge;
1375         if(!this.max_armorvalue)
1376                 this.max_armorvalue = g_pickup_armorlarge_max;
1377         if(!this.pickup_anyway)
1378                 this.pickup_anyway = g_pickup_armorlarge_anyway;
1379         StartItem(this, ITEM_ArmorMega);
1380 }
1381
1382 spawnfunc(item_health_small)
1383 {
1384         if(!this.max_health)
1385                 this.max_health = g_pickup_healthsmall_max;
1386         if(!this.health)
1387                 this.health = g_pickup_healthsmall;
1388         if(!this.pickup_anyway)
1389                 this.pickup_anyway = g_pickup_healthsmall_anyway;
1390         StartItem(this, ITEM_HealthSmall);
1391 }
1392
1393 spawnfunc(item_health_medium)
1394 {
1395         if(!this.max_health)
1396                 this.max_health = g_pickup_healthmedium_max;
1397         if(!this.health)
1398                 this.health = g_pickup_healthmedium;
1399         if(!this.pickup_anyway)
1400                 this.pickup_anyway = g_pickup_healthmedium_anyway;
1401     StartItem(this, ITEM_HealthMedium);
1402 }
1403
1404 spawnfunc(item_health_large)
1405 {
1406         if(!this.max_health)
1407                 this.max_health = g_pickup_healthlarge_max;
1408         if(!this.health)
1409                 this.health = g_pickup_healthlarge;
1410         if(!this.pickup_anyway)
1411                 this.pickup_anyway = g_pickup_healthlarge_anyway;
1412         StartItem(this, ITEM_HealthLarge);
1413 }
1414
1415 spawnfunc(item_health_mega)
1416 {
1417     if(!this.max_health)
1418         this.max_health = g_pickup_healthmega_max;
1419     if(!this.health)
1420         this.health = g_pickup_healthmega;
1421     if(!this.pickup_anyway)
1422         this.pickup_anyway = g_pickup_healthmega_anyway;
1423     StartItem(this, ITEM_HealthMega);
1424 }
1425
1426 // support old misnamed entities
1427 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1428 spawnfunc(item_armor25) { spawnfunc_item_armor_large(this); }
1429 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1430 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1431 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1432
1433 spawnfunc(item_strength)
1434 {
1435                 if(!this.strength_finished)
1436                         this.strength_finished = autocvar_g_balance_powerup_strength_time;
1437                 StartItem(this, ITEM_Strength);
1438 }
1439
1440 spawnfunc(item_invincible)
1441 {
1442                 if(!this.invincible_finished)
1443                         this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1444                 StartItem(this, ITEM_Shield);
1445 }
1446
1447 // compatibility:
1448 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1449
1450 void target_items_use(entity this, entity actor, entity trigger)
1451 {
1452         if(actor.classname == "droppedweapon")
1453         {
1454                 EXACTTRIGGER_TOUCH(this, trigger);
1455                 delete(actor);
1456                 return;
1457         }
1458
1459         if (!IS_PLAYER(actor))
1460                 return;
1461         if(IS_DEAD(actor))
1462                 return;
1463         if(trigger.solid == SOLID_TRIGGER)
1464         {
1465                 EXACTTRIGGER_TOUCH(this, trigger);
1466         }
1467
1468         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1469         {
1470                 delete(it);
1471         });
1472
1473         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1474                 centerprint(actor, this.message);
1475 }
1476
1477 spawnfunc(target_items)
1478 {
1479         int n, j;
1480         string s;
1481
1482         this.use = target_items_use;
1483         if(!this.strength_finished)
1484                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1485         if(!this.invincible_finished)
1486                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1487         if(!this.superweapons_finished)
1488                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1489
1490         n = tokenize_console(this.netname);
1491         if(argv(0) == "give")
1492         {
1493                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1494         }
1495         else
1496         {
1497                 for(j = 0; j < n; ++j)
1498                 {
1499                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1500                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1501                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1502                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1503                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1504                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1505                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1506                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1507                         else
1508                         {
1509                                 FOREACH(Weapons, it != WEP_Null, {
1510                                         s = W_UndeprecateName(argv(j));
1511                                         if(s == it.netname)
1512                                         {
1513                                                 this.weapons |= (it.m_wepset);
1514                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1515                                                         it.wr_init(it);
1516                                                 break;
1517                                         }
1518                                 });
1519                         }
1520                 }
1521
1522                 string itemprefix, valueprefix;
1523                 if(this.spawnflags == 0)
1524                 {
1525                         itemprefix = "";
1526                         valueprefix = "";
1527                 }
1528                 else if(this.spawnflags == 1)
1529                 {
1530                         itemprefix = "max ";
1531                         valueprefix = "max ";
1532                 }
1533                 else if(this.spawnflags == 2)
1534                 {
1535                         itemprefix = "min ";
1536                         valueprefix = "min ";
1537                 }
1538                 else if(this.spawnflags == 4)
1539                 {
1540                         itemprefix = "minus ";
1541                         valueprefix = "max ";
1542                 }
1543                 else
1544                 {
1545                         error("invalid spawnflags");
1546                         itemprefix = valueprefix = string_null;
1547                 }
1548
1549                 this.netname = "";
1550                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1551                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1552                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1553                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1554                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1555                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1556                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1557                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1558                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1559                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1560                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1561                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1562                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1563                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1564                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1565                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1566         }
1567         this.netname = strzone(this.netname);
1568         //print(this.netname, "\n");
1569
1570         n = tokenize_console(this.netname);
1571         for(j = 0; j < n; ++j)
1572         {
1573                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1574             it.wr_init(it);
1575             break;
1576                 });
1577         }
1578 }
1579
1580 spawnfunc(item_fuel)
1581 {
1582         if(!this.ammo_fuel)
1583                 this.ammo_fuel = g_pickup_fuel;
1584         if(!this.pickup_anyway)
1585                 this.pickup_anyway = g_pickup_ammo_anyway;
1586         StartItem(this, ITEM_JetpackFuel);
1587 }
1588
1589 spawnfunc(item_fuel_regen)
1590 {
1591         if(start_items & ITEM_JetpackRegen.m_itemid)
1592         {
1593                 spawnfunc_item_fuel(this);
1594                 return;
1595         }
1596         StartItem(this, ITEM_JetpackRegen);
1597 }
1598
1599 spawnfunc(item_jetpack)
1600 {
1601         if(!this.ammo_fuel)
1602                 this.ammo_fuel = g_pickup_fuel_jetpack;
1603         if(start_items & ITEM_Jetpack.m_itemid)
1604         {
1605                 spawnfunc_item_fuel(this);
1606                 return;
1607         }
1608         StartItem(this, ITEM_Jetpack);
1609 }
1610
1611 float GiveWeapon(entity e, float wpn, float op, float val)
1612 {
1613         WepSet v0, v1;
1614         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1615         v0 = (e.weapons & s);
1616         switch(op)
1617         {
1618                 case OP_SET:
1619                         if(val > 0)
1620                                 e.weapons |= s;
1621                         else
1622                                 e.weapons &= ~s;
1623                         break;
1624                 case OP_MIN:
1625                 case OP_PLUS:
1626                         if(val > 0)
1627                                 e.weapons |= s;
1628                         break;
1629                 case OP_MAX:
1630                         if(val <= 0)
1631                                 e.weapons &= ~s;
1632                         break;
1633                 case OP_MINUS:
1634                         if(val > 0)
1635                                 e.weapons &= ~s;
1636                         break;
1637         }
1638         v1 = (e.weapons & s);
1639         return (v0 != v1);
1640 }
1641
1642 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1643 {
1644         if(v1 == v0)
1645                 return;
1646         if(v1 <= v0 - t)
1647         {
1648                 if(snd_decr != NULL)
1649                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1650         }
1651         else if(v0 >= v0 + t)
1652         {
1653                 if(snd_incr != NULL)
1654                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1655         }
1656 }
1657
1658 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1659 {
1660         if(v0 < v1)
1661                 e.(rotfield) = max(e.(rotfield), time + rottime);
1662         else if(v0 > v1)
1663                 e.(regenfield) = max(e.(regenfield), time + regentime);
1664 }
1665 float GiveItems(entity e, float beginarg, float endarg)
1666 {
1667         float got, i, val, op;
1668         string cmd;
1669
1670         val = 999;
1671         op = OP_SET;
1672
1673         got = 0;
1674
1675         int _switchweapon = 0;
1676
1677         if(e.autoswitch)
1678         {
1679                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1680                 {
1681                         .entity weaponentity = weaponentities[slot];
1682                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1683                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1684                                 _switchweapon |= BIT(slot);
1685                 }
1686         }
1687
1688         e.strength_finished = max(0, e.strength_finished - time);
1689         e.invincible_finished = max(0, e.invincible_finished - time);
1690         e.superweapons_finished = max(0, e.superweapons_finished - time);
1691
1692         PREGIVE(e, items);
1693         PREGIVE_WEAPONS(e);
1694         PREGIVE(e, strength_finished);
1695         PREGIVE(e, invincible_finished);
1696         PREGIVE(e, superweapons_finished);
1697         PREGIVE(e, ammo_nails);
1698         PREGIVE(e, ammo_cells);
1699         PREGIVE(e, ammo_plasma);
1700         PREGIVE(e, ammo_shells);
1701         PREGIVE(e, ammo_rockets);
1702         PREGIVE(e, ammo_fuel);
1703         PREGIVE(e, armorvalue);
1704         PREGIVE(e, health);
1705
1706         for(i = beginarg; i < endarg; ++i)
1707         {
1708                 cmd = argv(i);
1709
1710                 if(cmd == "0" || stof(cmd))
1711                 {
1712                         val = stof(cmd);
1713                         continue;
1714                 }
1715                 switch(cmd)
1716                 {
1717                         case "no":
1718                                 op = OP_MAX;
1719                                 val = 0;
1720                                 continue;
1721                         case "max":
1722                                 op = OP_MAX;
1723                                 continue;
1724                         case "min":
1725                                 op = OP_MIN;
1726                                 continue;
1727                         case "plus":
1728                                 op = OP_PLUS;
1729                                 continue;
1730                         case "minus":
1731                                 op = OP_MINUS;
1732                                 continue;
1733                         case "ALL":
1734                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1735                                 got += GiveValue(e, strength_finished, op, val);
1736                                 got += GiveValue(e, invincible_finished, op, val);
1737                                 got += GiveValue(e, superweapons_finished, op, val);
1738                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1739                         case "all":
1740                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1741                                 got += GiveValue(e, health, op, val);
1742                                 got += GiveValue(e, armorvalue, op, val);
1743                         case "allweapons":
1744                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1745                         case "allammo":
1746                                 got += GiveValue(e, ammo_cells, op, val);
1747                                 got += GiveValue(e, ammo_plasma, op, val);
1748                                 got += GiveValue(e, ammo_shells, op, val);
1749                                 got += GiveValue(e, ammo_nails, op, val);
1750                                 got += GiveValue(e, ammo_rockets, op, val);
1751                                 got += GiveValue(e, ammo_fuel, op, val);
1752                                 break;
1753                         case "unlimited_ammo":
1754                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1755                                 break;
1756                         case "unlimited_weapon_ammo":
1757                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1758                                 break;
1759                         case "unlimited_superweapons":
1760                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1761                                 break;
1762                         case "jetpack":
1763                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1764                                 break;
1765                         case "fuel_regen":
1766                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1767                                 break;
1768                         case "strength":
1769                                 got += GiveValue(e, strength_finished, op, val);
1770                                 break;
1771                         case "invincible":
1772                                 got += GiveValue(e, invincible_finished, op, val);
1773                                 break;
1774                         case "superweapons":
1775                                 got += GiveValue(e, superweapons_finished, op, val);
1776                                 break;
1777                         case "cells":
1778                                 got += GiveValue(e, ammo_cells, op, val);
1779                                 break;
1780                         case "plasma":
1781                                 got += GiveValue(e, ammo_plasma, op, val);
1782                                 break;
1783                         case "shells":
1784                                 got += GiveValue(e, ammo_shells, op, val);
1785                                 break;
1786                         case "nails":
1787                         case "bullets":
1788                                 got += GiveValue(e, ammo_nails, op, val);
1789                                 break;
1790                         case "rockets":
1791                                 got += GiveValue(e, ammo_rockets, op, val);
1792                                 break;
1793                         case "health":
1794                                 got += GiveValue(e, health, op, val);
1795                                 break;
1796                         case "armor":
1797                                 got += GiveValue(e, armorvalue, op, val);
1798                                 break;
1799                         case "fuel":
1800                                 got += GiveValue(e, ammo_fuel, op, val);
1801                                 break;
1802                         default:
1803                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1804                     got += GiveWeapon(e, it.m_id, op, val);
1805                     break;
1806                                 });
1807                                 break;
1808                 }
1809                 val = 999;
1810                 op = OP_SET;
1811         }
1812
1813         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1814         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1815         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1816         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1817         FOREACH(Weapons, it != WEP_Null, {
1818                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1819                 if(!(save_weapons & (it.m_wepset)))
1820                         if(e.weapons & (it.m_wepset))
1821                                 it.wr_init(it);
1822         });
1823         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1824         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1825         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1826         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1827         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1828         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1829         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1830         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1831         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1832         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);
1833
1834         if(e.superweapons_finished <= 0)
1835                 if(e.weapons & WEPSET_SUPERWEAPONS)
1836                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1837
1838         if(e.strength_finished <= 0)
1839                 e.strength_finished = 0;
1840         else
1841                 e.strength_finished += time;
1842         if(e.invincible_finished <= 0)
1843                 e.invincible_finished = 0;
1844         else
1845                 e.invincible_finished += time;
1846         if(e.superweapons_finished <= 0)
1847                 e.superweapons_finished = 0;
1848         else
1849                 e.superweapons_finished += time;
1850
1851         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1852         {
1853                 .entity weaponentity = weaponentities[slot];
1854                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1855                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1856                         _switchweapon |= BIT(slot);
1857         }
1858
1859         if(_switchweapon)
1860         {
1861                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1862                 {
1863                         .entity weaponentity = weaponentities[slot];
1864                         if(_switchweapon & BIT(slot))
1865                                 W_SwitchWeapon_Force(e, w_getbestweapon(e, weaponentity), weaponentity);
1866                 }
1867         }
1868
1869         return got;
1870 }
1871 #endif