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Mark [[eraseable]] most of the common functions in the lib directory. Since many...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
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 <common/mutators/mutator/buffs/buffs.qh>
26
27     #include "../lib/warpzone/util_server.qh"
28 #elif defined(CSQC)
29         #include "physics/movetypes/movetypes.qh"
30         #include <common/weapons/_all.qh>
31         #include "../lib/csqcmodel/cl_model.qh"
32         #include "../lib/csqcmodel/common.qh"
33 #endif
34
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
36
37 #ifdef CSQC
38 bool autocvar_cl_ghost_items_vehicle = true;
39 .vector item_glowmod;
40 void Item_SetAlpha(entity this)
41 {
42         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
43
44         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
45         {
46                 this.alpha = 1;
47                 this.colormod = '1 1 1';
48                 this.glowmod = this.item_glowmod;
49         }
50         else
51         {
52                 if (autocvar_cl_ghost_items_color)
53                 {
54                         this.alpha = autocvar_cl_ghost_items;
55                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
56                 }
57                 else
58                         this.alpha = -1;
59         }
60
61         if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
62         {
63                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
64                 this.alpha = autocvar_cl_weapon_stay_alpha;
65         }
66 }
67
68 void ItemDraw(entity this)
69 {
70     if(this.gravity)
71     {
72         Movetype_Physics_MatchServer(this, false);
73         if(IS_ONGROUND(this))
74         { // For some reason avelocity gets set to '0 0 0' here ...
75             this.oldorigin = this.origin;
76             this.gravity = 0;
77
78             if(autocvar_cl_animate_items)
79             { // ... so reset it if animations are requested.
80                 if(this.ItemStatus & ITS_ANIMATE1)
81                     this.avelocity = '0 180 0';
82
83                 if(this.ItemStatus & ITS_ANIMATE2)
84                     this.avelocity = '0 -90 0';
85             }
86
87             // delay is for blocking item's position for a while;
88             // it's a workaround for dropped weapons that receive the position
89             // another time right after they spawn overriding animation position
90             this.onground_time = time + 0.5;
91         }
92     }
93     else if (autocvar_cl_animate_items)
94     {
95         if(this.ItemStatus & ITS_ANIMATE1)
96         {
97             this.angles += this.avelocity * frametime;
98             float fade_in = bound(0, time - this.onground_time, 1);
99             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
100         }
101
102         if(this.ItemStatus & ITS_ANIMATE2)
103         {
104             this.angles += this.avelocity * frametime;
105             float fade_in = bound(0, time - this.onground_time, 1);
106             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
107         }
108     }
109
110     Item_SetAlpha(this);
111 }
112
113 void ItemDrawSimple(entity this)
114 {
115     if(this.gravity)
116     {
117         Movetype_Physics_MatchServer(this, false);
118
119         if(IS_ONGROUND(this))
120             this.gravity = 0;
121     }
122
123     Item_SetAlpha(this);
124 }
125
126 void Item_PreDraw(entity this)
127 {
128         if(warpzone_warpzones_exist)
129         {
130                 // just incase warpzones were initialized last, reset these
131                 //this.alpha = 1; // alpha is already set by the draw function
132                 this.drawmask = MASK_NORMAL;
133                 return;
134         }
135         float alph;
136         vector org = getpropertyvec(VF_ORIGIN);
137         if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
138                 alph = 0;
139         else if(this.fade_start)
140                 alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
141         else
142                 alph = 1;
143         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
144         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
145                 this.alpha = alph;
146         if(alph <= 0)
147                 this.drawmask = 0;
148         else
149                 this.drawmask = MASK_NORMAL;
150 }
151
152 void ItemRemove(entity this)
153 {
154         if(this.mdl)
155                 strunzone(this.mdl);
156 }
157
158 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
159 {
160     int sf = ReadByte();
161
162     if(sf & ISF_LOCATION)
163     {
164         this.origin_x = ReadCoord();
165         this.origin_y = ReadCoord();
166         this.origin_z = ReadCoord();
167         setorigin(this, this.origin);
168         this.oldorigin = this.origin;
169     }
170
171     if(sf & ISF_ANGLES)
172     {
173         this.angles_x = ReadAngle();
174         this.angles_y = ReadAngle();
175         this.angles_z = ReadAngle();
176     }
177
178     if(sf & ISF_SIZE)
179     {
180         float use_bigsize = ReadByte();
181         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
182     }
183
184     if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
185     {
186         this.ItemStatus = ReadByte();
187
188         Item_SetAlpha(this);
189
190         if(autocvar_cl_fullbright_items)
191             if(this.ItemStatus & ITS_ALLOWFB)
192                 this.effects |= EF_FULLBRIGHT;
193
194         if(this.ItemStatus & ITS_GLOW)
195         {
196             if(this.ItemStatus & ITS_AVAILABLE)
197                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
198             else
199                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
200         }
201     }
202
203     if(sf & ISF_MODEL)
204     {
205         this.drawmask  = MASK_NORMAL;
206                 set_movetype(this, MOVETYPE_TOSS);
207                 if (isnew) IL_PUSH(g_drawables, this);
208         this.draw       = ItemDraw;
209         this.solid = SOLID_TRIGGER;
210         //this.flags |= FL_ITEM;
211
212         bool use_bigsize = ReadByte();
213
214         this.fade_end = ReadShort();
215         this.fade_start = ReadShort();
216         if(this.fade_start && !autocvar_cl_items_nofade)
217                 setpredraw(this, Item_PreDraw);
218
219         if(this.mdl)
220             strunzone(this.mdl);
221
222         this.mdl = "";
223         string _fn = ReadString();
224
225         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
226         {
227             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
228             this.draw = ItemDrawSimple;
229
230             if(fexists(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix)))
231                 this.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvar_cl_simpleitems_postfix));
232             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix)))
233                 this.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvar_cl_simpleitems_postfix));
234             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix)))
235                 this.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvar_cl_simpleitems_postfix));
236             else if(fexists(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix)))
237                 this.mdl = strzone(sprintf("%s%s.mdl", _fn2, autocvar_cl_simpleitems_postfix));
238             else
239             {
240                 this.draw = ItemDraw;
241                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
242             }
243         }
244
245         if(this.draw != ItemDrawSimple)
246             this.mdl = strzone(_fn);
247
248
249         if(this.mdl == "")
250             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
251
252         precache_model(this.mdl);
253         _setmodel(this, this.mdl);
254
255         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
256     }
257
258     if(sf & ISF_COLORMAP)
259     {
260         this.colormap = ReadShort();
261         this.item_glowmod_x = ReadByte() / 255.0;
262         this.item_glowmod_y = ReadByte() / 255.0;
263         this.item_glowmod_z = ReadByte() / 255.0;
264     }
265
266     if(sf & ISF_DROP)
267     {
268         this.gravity = 1;
269         this.pushable = true;
270         //this.angles = '0 0 0';
271         set_movetype(this, MOVETYPE_TOSS);
272         this.velocity_x = ReadCoord();
273         this.velocity_y = ReadCoord();
274         this.velocity_z = ReadCoord();
275         setorigin(this, this.oldorigin);
276
277         if(!this.move_time)
278         {
279             this.move_time = time;
280             this.spawntime = time;
281         }
282         else
283             this.move_time = max(this.move_time, time);
284     }
285
286     if(autocvar_cl_animate_items)
287     {
288         if(this.ItemStatus & ITS_ANIMATE1)
289             this.avelocity = '0 180 0';
290
291         if(this.ItemStatus & ITS_ANIMATE2)
292             this.avelocity = '0 -90 0';
293     }
294
295     this.entremove = ItemRemove;
296
297     return true;
298 }
299
300 #endif
301
302 #ifdef SVQC
303 bool ItemSend(entity this, entity to, int sf)
304 {
305         if(this.gravity)
306                 sf |= ISF_DROP;
307         else
308                 sf &= ~ISF_DROP;
309
310         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
311         WriteByte(MSG_ENTITY, sf);
312
313         //WriteByte(MSG_ENTITY, this.cnt);
314         if(sf & ISF_LOCATION)
315         {
316                 WriteCoord(MSG_ENTITY, this.origin.x);
317                 WriteCoord(MSG_ENTITY, this.origin.y);
318                 WriteCoord(MSG_ENTITY, this.origin.z);
319         }
320
321         if(sf & ISF_ANGLES)
322         {
323                 WriteAngle(MSG_ENTITY, this.angles_x);
324                 WriteAngle(MSG_ENTITY, this.angles_y);
325                 WriteAngle(MSG_ENTITY, this.angles_z);
326         }
327
328         if(sf & ISF_SIZE)
329         {
330                 Pickup p = this.itemdef;
331                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
332         }
333
334         if(sf & ISF_STATUS)
335                 WriteByte(MSG_ENTITY, this.ItemStatus);
336
337         if(sf & ISF_MODEL)
338         {
339                 Pickup p = this.itemdef;
340                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
341                 WriteShort(MSG_ENTITY, this.fade_end);
342                 WriteShort(MSG_ENTITY, this.fade_start);
343
344                 if(this.mdl == "")
345                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
346
347                 WriteString(MSG_ENTITY, this.mdl);
348         }
349
350
351         if(sf & ISF_COLORMAP)
352         {
353                 WriteShort(MSG_ENTITY, this.colormap);
354                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
355         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
356         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
357         }
358
359         if(sf & ISF_DROP)
360         {
361                 WriteCoord(MSG_ENTITY, this.velocity.x);
362                 WriteCoord(MSG_ENTITY, this.velocity.y);
363                 WriteCoord(MSG_ENTITY, this.velocity.z);
364         }
365
366         return true;
367 }
368
369 void ItemUpdate(entity this)
370 {
371         this.oldorigin = this.origin;
372         this.SendFlags |= ISF_LOCATION;
373 }
374
375 void UpdateItemAfterTeleport(entity this)
376 {
377         if(getSendEntity(this) == ItemSend)
378                 ItemUpdate(this);
379 }
380
381 bool have_pickup_item(entity this)
382 {
383         if(this.itemdef.instanceOfPowerup)
384         {
385                 if(autocvar_g_powerups > 0)
386                         return true;
387                 if(autocvar_g_powerups == 0)
388                         return false;
389         }
390         else
391         {
392                 if(autocvar_g_pickup_items > 0)
393                         return true;
394                 if(autocvar_g_pickup_items == 0)
395                         return false;
396                 if(g_weaponarena)
397                         if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
398                                 return false;
399         }
400         return true;
401 }
402
403 /*
404 float Item_Customize()
405 {
406         if(this.spawnshieldtime)
407                 return true;
408         if(this.weapons & ~other.weapons)
409         {
410                 this.colormod = '0 0 0';
411                 this.glowmod = this.colormod;
412                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
413                 return true;
414         }
415         else
416         {
417                 if(g_ghost_items)
418                 {
419                         this.colormod = stov(autocvar_g_ghost_items_color);
420                         this.glowmod = this.colormod;
421                         this.alpha = g_ghost_items;
422                         return true;
423                 }
424                 else
425                         return false;
426         }
427 }
428 */
429
430 void Item_Show (entity e, float mode)
431 {
432         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
433         e.ItemStatus &= ~ITS_STAYWEP;
434         entity def = e.itemdef;
435         if (mode > 0)
436         {
437                 // make the item look normal, and be touchable
438                 e.model = e.mdl;
439                 e.solid = SOLID_TRIGGER;
440                 e.spawnshieldtime = 1;
441                 e.ItemStatus |= ITS_AVAILABLE;
442         }
443         else if (mode < 0)
444         {
445                 // hide the item completely
446                 e.model = string_null;
447                 e.solid = SOLID_NOT;
448                 e.spawnshieldtime = 1;
449                 e.ItemStatus &= ~ITS_AVAILABLE;
450         }
451         else
452         {
453                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
454                         || e.team // weapon stay isn't supported for teamed weapons
455                         ;
456                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
457                 {
458                         // make the item translucent and not touchable
459                         e.model = e.mdl;
460                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
461                         e.effects |= EF_STARDUST;
462                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
463                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
464                 }
465                 else
466                 {
467                         //setmodel(e, "null");
468                         e.solid = SOLID_NOT;
469                         e.colormod = '0 0 0';
470                         //e.glowmod = e.colormod;
471                         e.spawnshieldtime = 1;
472                         e.ItemStatus &= ~ITS_AVAILABLE;
473                 }
474         }
475
476         if (def.m_glow)
477                 e.ItemStatus |= ITS_GLOW;
478
479         if (autocvar_g_nodepthtestitems)
480                 e.effects |= EF_NODEPTHTEST;
481
482
483         if (autocvar_g_fullbrightitems)
484                 e.ItemStatus |= ITS_ALLOWFB;
485
486         if (autocvar_sv_simple_items)
487                 e.ItemStatus |= ITS_ALLOWSI;
488
489         // relink entity (because solid may have changed)
490         setorigin(e, e.origin);
491         e.SendFlags |= ISF_STATUS;
492 }
493
494 void Item_Think(entity this)
495 {
496         this.nextthink = time;
497         if(this.origin != this.oldorigin)
498                 ItemUpdate(this);
499 }
500
501 bool Item_ItemsTime_SpectatorOnly(GameItem it);
502 bool Item_ItemsTime_Allow(GameItem it);
503 float Item_ItemsTime_UpdateTime(entity e, float t);
504 void Item_ItemsTime_SetTime(entity e, float t);
505 void Item_ItemsTime_SetTimesForAllPlayers();
506
507 void Item_Respawn (entity this)
508 {
509         Item_Show(this, 1);
510         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
511         setorigin(this, this.origin);
512
513     if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
514         {
515                 float t = Item_ItemsTime_UpdateTime(this, 0);
516                 Item_ItemsTime_SetTime(this, t);
517                 Item_ItemsTime_SetTimesForAllPlayers();
518         }
519
520         setthink(this, Item_Think);
521         this.nextthink = time;
522
523         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
524         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
525 }
526
527 void Item_RespawnCountdown (entity this)
528 {
529         if(this.count >= ITEM_RESPAWN_TICKS)
530         {
531                 if(this.waypointsprite_attached)
532                         WaypointSprite_Kill(this.waypointsprite_attached);
533                 Item_Respawn(this);
534         }
535         else
536         {
537                 this.nextthink = time + 1;
538                 this.count += 1;
539                 if(this.count == 1)
540                 {
541                         do {
542                                 {
543                                         entity wi = Weapons_from(this.weapon);
544                                         if (wi != WEP_Null) {
545                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
546                                                 wp.wp_extra = wi.m_id;
547                                                 break;
548                                         }
549                                 }
550                                 {
551                                         entity ii = this.itemdef;
552                                         if (ii != NULL) {
553                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
554                                                 wp.wp_extra = ii.m_id;
555                                                 break;
556                                         }
557                                 }
558                         } while (0);
559                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
560             if(this.waypointsprite_attached)
561             {
562                 GameItem def = this.itemdef;
563                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
564                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
565                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
566             }
567                 }
568
569                 if(this.waypointsprite_attached)
570                 {
571                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
572                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
573                                 {
574                                         msg_entity = it;
575                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
576                                 }
577                         });
578
579                         WaypointSprite_Ping(this.waypointsprite_attached);
580                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
581                 }
582         }
583 }
584
585 void Item_RespawnThink(entity this)
586 {
587         this.nextthink = time;
588         if(this.origin != this.oldorigin)
589                 ItemUpdate(this);
590
591         if(time >= this.wait)
592                 Item_Respawn(this);
593 }
594
595 void Item_ScheduleRespawnIn(entity e, float t)
596 {
597         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
598         if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
599         {
600                 setthink(e, Item_RespawnCountdown);
601                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
602                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
603                 e.count = 0;
604                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
605                 {
606                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
607                         Item_ItemsTime_SetTime(e, t);
608                         Item_ItemsTime_SetTimesForAllPlayers();
609                 }
610         }
611         else
612         {
613                 setthink(e, Item_RespawnThink);
614                 e.nextthink = time;
615                 e.scheduledrespawntime = time + t;
616                 e.wait = time + t;
617
618                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
619                 {
620                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
621                         Item_ItemsTime_SetTime(e, t);
622                         Item_ItemsTime_SetTimesForAllPlayers();
623                 }
624         }
625 }
626
627 void Item_ScheduleRespawn(entity e)
628 {
629         if(e.respawntime > 0)
630         {
631                 Item_Show(e, 0);
632                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
633         }
634         else // if respawntime is -1, this item does not respawn
635                 Item_Show(e, -1);
636 }
637
638 void Item_ScheduleInitialRespawn(entity e)
639 {
640         Item_Show(e, 0);
641         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
642 }
643
644 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
645 {
646         if (!item.(ammotype))
647                 return false;
648
649         if (item.spawnshieldtime)
650         {
651                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
652                 {
653                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
654                         goto YEAH;
655                 }
656         }
657         else if(g_weapon_stay == 2)
658         {
659                 float mi = min(item.(ammotype), ammomax);
660                 if (player.(ammotype) < mi)
661                 {
662                         player.(ammotype) = mi;
663                         goto YEAH;
664                 }
665         }
666
667         return false;
668
669 LABEL(YEAH)
670         switch(mode)
671         {
672                 case ITEM_MODE_FUEL:
673                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
674                         break;
675                 case ITEM_MODE_HEALTH:
676                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
677                         break;
678                 case ITEM_MODE_ARMOR:
679                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
680                         break;
681                 default:
682                         break;
683         }
684         return true;
685 }
686
687 float Item_GiveTo(entity item, entity player)
688 {
689         float pickedup;
690
691         // if nothing happens to player, just return without taking the item
692         pickedup = false;
693         int _switchweapon = 0;
694         // in case the player has autoswitch enabled do the following:
695         // if the player is using their best weapon before items are given, they
696         // probably want to switch to an even better weapon after items are given
697
698         if(player.autoswitch)
699         {
700                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
701                 {
702                         .entity weaponentity = weaponentities[slot];
703                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
704                         {
705                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
706                                         _switchweapon |= BIT(slot);
707
708                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
709                                         _switchweapon |= BIT(slot);
710                         }
711                 }
712         }
713
714         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
715         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
716         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
717         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
718         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
719         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
720         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
721         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
722
723         if (item.itemdef.instanceOfWeaponPickup)
724         {
725                 WepSet w;
726                 w = item.weapons;
727                 w &= ~player.weapons;
728
729                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
730                 {
731                         pickedup = true;
732                         FOREACH(Weapons, it != WEP_Null, {
733                                 if(w & (it.m_wepset))
734                                 {
735                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
736                                         {
737                                                 .entity weaponentity = weaponentities[slot];
738                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
739                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
740                                         }
741                                         W_GiveWeapon(player, it.m_id);
742                                 }
743                         });
744                 }
745         }
746
747         if (item.itemdef.instanceOfPowerup)
748         {
749                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
750                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
751                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
752                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
753         }
754
755         int its;
756         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
757         {
758                 pickedup = true;
759                 player.items |= its;
760                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
761         }
762
763         if (item.strength_finished)
764         {
765                 pickedup = true;
766                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
767         }
768         if (item.invincible_finished)
769         {
770                 pickedup = true;
771                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
772         }
773         if (item.superweapons_finished)
774         {
775                 pickedup = true;
776                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
777         }
778
779 LABEL(skip)
780
781         // always eat teamed entities
782         if(item.team)
783                 pickedup = true;
784
785         if (!pickedup)
786                 return 0;
787
788         // crude hack to enforce switching weapons
789         if(g_cts && item.itemdef.instanceOfWeaponPickup)
790         {
791                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
792                 {
793                         .entity weaponentity = weaponentities[slot];
794                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
795                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
796                 }
797                 return 1;
798         }
799
800         if(_switchweapon)
801         {
802                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
803                 {
804                         .entity weaponentity = weaponentities[slot];
805                         if(_switchweapon & BIT(slot))
806                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
807                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
808                 }
809         }
810
811         return 1;
812 }
813
814 void Item_Touch(entity this, entity toucher)
815 {
816
817         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
818         if (this.classname == "droppedweapon")
819         {
820                 if (ITEM_TOUCH_NEEDKILL())
821                 {
822                         delete(this);
823                         return;
824                 }
825         }
826
827         if(!(toucher.flags & FL_PICKUPITEMS)
828         || STAT(FROZEN, toucher)
829         || IS_DEAD(toucher)
830         || (this.solid != SOLID_TRIGGER)
831         || (this.owner == toucher)
832         || (time < this.item_spawnshieldtime)
833         ) { return; }
834
835         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
836         {
837                 case MUT_ITEMTOUCH_RETURN: { return; }
838                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
839         }
840
841         toucher = M_ARGV(1, entity);
842
843         if (this.classname == "droppedweapon")
844         {
845                 this.strength_finished = max(0, this.strength_finished - time);
846                 this.invincible_finished = max(0, this.invincible_finished - time);
847                 this.superweapons_finished = max(0, this.superweapons_finished - time);
848         }
849         entity it = this.itemdef;
850         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
851         if (!gave)
852         {
853                 if (this.classname == "droppedweapon")
854                 {
855                         // undo what we did above
856                         this.strength_finished += time;
857                         this.invincible_finished += time;
858                         this.superweapons_finished += time;
859                 }
860                 return;
861         }
862
863 LABEL(pickup)
864
865         toucher.last_pickup = time;
866
867         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
868         _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);
869
870         if (this.classname == "droppedweapon")
871                 delete (this);
872         else if (this.spawnshieldtime)
873         {
874                 entity e;
875                 if(this.team)
876                 {
877                         RandomSelection_Init();
878                         IL_EACH(g_items, it.team == this.team,
879                         {
880                                 if(it.itemdef) // is a registered item
881                                 {
882                                         Item_Show(it, -1);
883                                         RandomSelection_AddEnt(it, it.cnt, 0);
884                                 }
885                         });
886                         e = RandomSelection_chosen_ent;
887                         Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
888                 }
889                 else
890                         e = this;
891                 Item_ScheduleRespawn(e);
892         }
893 }
894
895 void Item_Reset(entity this)
896 {
897         Item_Show(this, !this.state);
898         setorigin(this, this.origin);
899
900         if (this.classname != "droppedweapon")
901         {
902                 setthink(this, Item_Think);
903                 this.nextthink = time;
904
905                 if (this.waypointsprite_attached)
906                         WaypointSprite_Kill(this.waypointsprite_attached);
907
908                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
909                         Item_ScheduleInitialRespawn(this);
910         }
911 }
912
913 void Item_FindTeam(entity this)
914 {
915         entity e;
916
917         if(this.effects & EF_NODRAW)
918         {
919                 // marker for item team search
920                 LOG_TRACE("Initializing item team ", ftos(this.team));
921                 RandomSelection_Init();
922                 IL_EACH(g_items, it.team == this.team,
923                 {
924                         if(it.itemdef) // is a registered item
925                                 RandomSelection_AddEnt(it, it.cnt, 0);
926                 });
927
928                 e = RandomSelection_chosen_ent;
929                 e.state = 0;
930                 Item_Show(e, 1);
931
932                 IL_EACH(g_items, it.team == this.team,
933                 {
934                         if(it.itemdef) // is a registered item
935                         {
936                                 if(it != e)
937                                 {
938                                         // make it non-spawned
939                                         Item_Show(it, -1);
940                                         it.state = 1; // state 1 = initially hidden item, apparently
941                                 }
942                                 it.effects &= ~EF_NODRAW;
943                         }
944                 });
945
946                 Item_Reset(this);
947         }
948 }
949
950 // Savage: used for item garbage-collection
951 void RemoveItem(entity this)
952 {
953         if(wasfreed(this) || !this) { return; }
954         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
955         delete(this);
956 }
957
958 // pickup evaluation functions
959 // these functions decide how desirable an item is to the bots
960
961 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
962
963 float weapon_pickupevalfunc(entity player, entity item)
964 {
965         // See if I have it already
966         if(player.weapons & item.weapons)
967         {
968                 // If I can pick it up
969                 if(!item.spawnshieldtime)
970                         return 0;
971                 return ammo_pickupevalfunc(player, item);
972         }
973
974         // reduce weapon value if bot already got a good arsenal
975         float c = 1;
976         int weapons_value = 0;
977         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
978                 weapons_value += it.bot_pickupbasevalue;
979         });
980         c -= bound(0, weapons_value / 20000, 1) * 0.5;
981
982         return item.bot_pickupbasevalue * c;
983 }
984
985 float ammo_pickupevalfunc(entity player, entity item)
986 {
987         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
988         entity wpn = NULL;
989         float c = 0;
990         float rating = 0;
991
992         // Detect needed ammo
993         if(item.itemdef.instanceOfWeaponPickup)
994         {
995                 entity ammo = NULL;
996                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
997                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
998                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
999                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1000                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1001                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1002
1003                 if(!ammo)
1004                         return 0;
1005                 wpn = item;
1006                 rating = ammo.m_botvalue;
1007         }
1008         else
1009         {
1010                 FOREACH(Weapons, it != WEP_Null, {
1011                         if(!(player.weapons & (it.m_wepset)))
1012                                 continue;
1013
1014                         switch(it.ammo_field)
1015                         {
1016                                 case ammo_shells:  need_shells  = true; break;
1017                                 case ammo_nails:   need_nails   = true; break;
1018                                 case ammo_rockets: need_rockets = true; break;
1019                                 case ammo_cells:   need_cells   = true; break;
1020                                 case ammo_plasma:  need_plasma  = true; break;
1021                                 case ammo_fuel:    need_fuel    = true; break;
1022                         }
1023                 });
1024                 rating = item.bot_pickupbasevalue;
1025         }
1026
1027         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1028                 c = item.ammo_shells / player.ammo_shells;
1029
1030         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1031                 c = item.ammo_nails / player.ammo_nails;
1032
1033         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1034                 c = item.ammo_rockets / player.ammo_rockets;
1035
1036         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1037                 c = item.ammo_cells / player.ammo_cells;
1038
1039         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1040                 c = item.ammo_plasma / player.ammo_plasma;
1041
1042         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1043                 c = item.ammo_fuel / player.ammo_fuel;
1044
1045         rating *= min(2, c);
1046         if(wpn)
1047                 rating += wpn.bot_pickupbasevalue * 0.1;
1048         return rating;
1049 }
1050
1051 .int item_group;
1052 .int item_group_count;
1053 float healtharmor_pickupevalfunc(entity player, entity item)
1054 {
1055         float c = 0;
1056         float rating = item.bot_pickupbasevalue;
1057
1058         float itemarmor = item.armorvalue;
1059         float itemhealth = item.health;
1060
1061         if(item.item_group)
1062         {
1063                 itemarmor *= min(4, item.item_group_count);
1064                 itemhealth *= min(4, item.item_group_count);
1065         }
1066
1067         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1068                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1069
1070         if (itemhealth && (player.health < item.max_health))
1071                 c = itemhealth / max(1, player.health);
1072
1073         rating *= min(2, c);
1074         return rating;
1075 }
1076
1077 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1078 {
1079         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1080                 RemoveItem(this);
1081 }
1082
1083 void item_use(entity this, entity actor, entity trigger)
1084 {
1085         // use the touch function to handle collection
1086         gettouch(this)(this, actor);
1087 }
1088
1089 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1090 {
1091         string itemname = def.m_name;
1092         Model itemmodel = def.m_model;
1093     Sound pickupsound = def.m_sound;
1094         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1095         float pickupbasevalue = def.m_botvalue;
1096         int itemflags = def.m_itemflags;
1097
1098         startitem_failed = false;
1099
1100         this.item_model_ent = itemmodel;
1101     this.item_pickupsound_ent = pickupsound;
1102
1103     if(def.m_iteminit)
1104         def.m_iteminit(this);
1105
1106         if(!this.respawntime) // both need to be set
1107         {
1108                 this.respawntime = defaultrespawntime;
1109                 this.respawntimejitter = defaultrespawntimejitter;
1110         }
1111
1112         if(!this.pickup_anyway && def.m_pickupanyway)
1113                 this.pickup_anyway = def.m_pickupanyway();
1114
1115         int itemid = def.m_itemid;
1116         this.items = itemid;
1117         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1118         this.weapon = weaponid;
1119
1120         if(!this.fade_end)
1121         {
1122                 this.fade_start = autocvar_g_items_mindist;
1123                 this.fade_end = autocvar_g_items_maxdist;
1124         }
1125
1126         if(weaponid)
1127                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1128
1129         this.flags = FL_ITEM | itemflags;
1130         IL_PUSH(g_items, this);
1131
1132         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1133         {
1134                 startitem_failed = true;
1135                 delete(this);
1136                 return;
1137         }
1138
1139         // is it a dropped weapon?
1140         if (this.classname == "droppedweapon")
1141         {
1142                 this.reset = SUB_Remove;
1143                 // it's a dropped weapon
1144                 set_movetype(this, MOVETYPE_TOSS);
1145
1146                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1147                 setthink(this, RemoveItem);
1148                 this.nextthink = time + 20;
1149
1150                 this.takedamage = DAMAGE_YES;
1151                 this.event_damage = Item_Damage;
1152
1153                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1154                 {
1155                         // if item is worthless after a timer, have it expire then
1156                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1157                 }
1158
1159                 // don't drop if in a NODROP zone (such as lava)
1160                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1161                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1162                 {
1163                         startitem_failed = true;
1164                         delete(this);
1165                         return;
1166                 }
1167         }
1168         else
1169         {
1170                 if(!have_pickup_item(this))
1171                 {
1172                         startitem_failed = true;
1173                         delete (this);
1174                         return;
1175                 }
1176
1177                 if(this.angles != '0 0 0')
1178                         this.SendFlags |= ISF_ANGLES;
1179
1180                 this.reset = Item_Reset;
1181                 // it's a level item
1182                 if(this.spawnflags & 1)
1183                         this.noalign = 1;
1184                 if (this.noalign > 0)
1185                         set_movetype(this, MOVETYPE_NONE);
1186                 else
1187                         set_movetype(this, MOVETYPE_TOSS);
1188                 // do item filtering according to game mode and other things
1189                 if (this.noalign <= 0)
1190                 {
1191                         // first nudge it off the floor a little bit to avoid math errors
1192                         setorigin(this, this.origin + '0 0 1');
1193                         // set item size before we spawn a spawnfunc_waypoint
1194                         setsize(this, def.m_mins, def.m_maxs);
1195                         this.SendFlags |= ISF_SIZE;
1196                         // note droptofloor returns false if stuck/or would fall too far
1197                         if (!this.noalign)
1198                                 droptofloor(this);
1199                         waypoint_spawnforitem(this);
1200                 }
1201
1202                 /*
1203                  * can't do it that way, as it would break maps
1204                  * TODO make a target_give like entity another way, that perhaps has
1205                  * the weapon name in a key
1206                 if(this.targetname)
1207                 {
1208                         // target_give not yet supported; maybe later
1209                         print("removed targeted ", this.classname, "\n");
1210                         startitem_failed = true;
1211                         remove (this);
1212                         return;
1213                 }
1214                 */
1215
1216                 if(this.targetname != "" && (this.spawnflags & 16))
1217                         this.use = item_use;
1218
1219                 if(autocvar_spawn_debug >= 2)
1220                 {
1221             // why not flags & fl_item?
1222                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1223                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1224                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1225                 error("Mapper sucks.");
1226             });
1227                         this.is_item = true;
1228                 }
1229
1230                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1231
1232                 precache_model(this.model);
1233                 precache_sound(this.item_pickupsound);
1234
1235                 if (   def.instanceOfPowerup
1236                         || def.instanceOfWeaponPickup
1237                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1238                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1239                         || (itemid & (IT_KEY1 | IT_KEY2))
1240                 ) this.target = "###item###"; // for finding the nearest item using find()
1241
1242                 Item_ItemsTime_SetTime(this, 0);
1243         }
1244
1245         this.bot_pickup = true;
1246         this.bot_pickupevalfunc = pickupevalfunc;
1247         this.bot_pickupbasevalue = pickupbasevalue;
1248         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1249         this.netname = itemname;
1250         settouch(this, Item_Touch);
1251         setmodel(this, MDL_Null); // precision set below
1252         //this.effects |= EF_LOWPRECISION;
1253
1254         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1255
1256         this.SendFlags |= ISF_SIZE;
1257
1258         if (!(this.spawnflags & 1024)) {
1259                 if(def.instanceOfPowerup)
1260                         this.ItemStatus |= ITS_ANIMATE1;
1261
1262                 if(this.armorvalue || this.health)
1263                         this.ItemStatus |= ITS_ANIMATE2;
1264         }
1265
1266         if(def.instanceOfWeaponPickup)
1267         {
1268                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1269                         this.colormap = 1024; // color shirt=0 pants=0 grey
1270                 else
1271                         this.gravity = 1;
1272                 if (!(this.spawnflags & 1024))
1273                         this.ItemStatus |= ITS_ANIMATE1;
1274                 this.SendFlags |= ISF_COLORMAP;
1275         }
1276
1277         this.state = 0;
1278         if(this.team) // broken, no idea why.
1279         {
1280                 if(!this.cnt)
1281                         this.cnt = 1; // item probability weight
1282
1283                 this.effects |= EF_NODRAW; // marker for item team search
1284                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1285         }
1286         else
1287                 Item_Reset(this);
1288
1289         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1290
1291         // call this hook after everything else has been done
1292         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1293         {
1294                 startitem_failed = true;
1295                 delete(this);
1296                 return;
1297         }
1298
1299         setItemGroup(this);
1300 }
1301
1302 void StartItem(entity this, GameItem def)
1303 {
1304     _StartItem(
1305         this,
1306         this.itemdef = def,
1307         def.m_respawntime(), // defaultrespawntime
1308         def.m_respawntimejitter() // defaultrespawntimejitter
1309         );
1310 }
1311
1312 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1313 int group_count = 1;
1314
1315 void setItemGroup(entity this)
1316 {
1317         if(!IS_SMALL(this.itemdef))
1318                 return;
1319
1320         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1321         {
1322                 if(!this.item_group)
1323                 {
1324                         if(!it.item_group)
1325                         {
1326                                 it.item_group = group_count;
1327                                 group_count++;
1328                         }
1329                         this.item_group = it.item_group;
1330                 }
1331                 else // spawning item is already part of a item_group X
1332                 {
1333                         if(!it.item_group)
1334                                 it.item_group = this.item_group;
1335                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1336                         {
1337                                 int grY = it.item_group;
1338                                 // move all items of item_group Y to item_group X
1339                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1340                                 {
1341                                         if(it.item_group == grY)
1342                                                 it.item_group = this.item_group;
1343                                 });
1344                         }
1345                 }
1346         });
1347 }
1348
1349 void setItemGroupCount()
1350 {
1351         for (int k = 1; k <= group_count; k++)
1352         {
1353                 int count = 0;
1354                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1355                 if (count)
1356                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1357         }
1358 }
1359
1360 spawnfunc(item_rockets)
1361 {
1362     StartItem(this, ITEM_Rockets);
1363 }
1364
1365 spawnfunc(item_bullets)
1366 {
1367         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap && 
1368            (this.classname != "droppedweapon"))
1369         {
1370                 weaponswapping = true;
1371                 spawnfunc_item_shells(this);
1372                 weaponswapping = false;
1373                 return;
1374         }
1375
1376     StartItem(this, ITEM_Bullets);
1377 }
1378
1379 spawnfunc(item_cells)
1380 {
1381         StartItem(this, ITEM_Cells);
1382 }
1383
1384 spawnfunc(item_plasma)
1385 {
1386         StartItem(this, ITEM_Plasma);
1387 }
1388
1389 spawnfunc(item_shells)
1390 {
1391         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1392            (this.classname != "droppedweapon"))
1393         {
1394                 weaponswapping = true;
1395                 spawnfunc_item_bullets(this);
1396                 weaponswapping = false;
1397                 return;
1398         }
1399
1400         StartItem(this, ITEM_Shells);
1401 }
1402
1403 spawnfunc(item_armor_small)
1404 {
1405         StartItem(this, ITEM_ArmorSmall);
1406 }
1407
1408 spawnfunc(item_armor_medium)
1409 {
1410         StartItem(this, ITEM_ArmorMedium);
1411 }
1412
1413 spawnfunc(item_armor_big)
1414 {
1415         StartItem(this, ITEM_ArmorBig);
1416 }
1417
1418 spawnfunc(item_armor_mega)
1419 {
1420         StartItem(this, ITEM_ArmorMega);
1421 }
1422
1423 spawnfunc(item_health_small)
1424 {
1425         StartItem(this, ITEM_HealthSmall);
1426 }
1427
1428 spawnfunc(item_health_medium)
1429 {
1430     StartItem(this, ITEM_HealthMedium);
1431 }
1432
1433 spawnfunc(item_health_big)
1434 {
1435         StartItem(this, ITEM_HealthBig);
1436 }
1437
1438 spawnfunc(item_health_mega)
1439 {
1440     StartItem(this, ITEM_HealthMega);
1441 }
1442
1443 // support old misnamed entities
1444 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1445 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1446 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1447 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1448 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1449 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1450 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1451
1452 spawnfunc(item_strength)
1453 {
1454         StartItem(this, ITEM_Strength);
1455 }
1456
1457 spawnfunc(item_invincible)
1458 {
1459         StartItem(this, ITEM_Shield);
1460 }
1461
1462 // compatibility:
1463 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1464
1465 void target_items_use(entity this, entity actor, entity trigger)
1466 {
1467         if(actor.classname == "droppedweapon")
1468         {
1469                 EXACTTRIGGER_TOUCH(this, trigger);
1470                 delete(actor);
1471                 return;
1472         }
1473
1474         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1475                 return;
1476
1477         if(trigger.solid == SOLID_TRIGGER)
1478         {
1479                 EXACTTRIGGER_TOUCH(this, trigger);
1480         }
1481
1482         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1483         {
1484                 delete(it);
1485         });
1486
1487         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1488                 centerprint(actor, this.message);
1489 }
1490
1491 spawnfunc(target_items)
1492 {
1493         int n;
1494         string s;
1495
1496         this.use = target_items_use;
1497         if(!this.strength_finished)
1498                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1499         if(!this.invincible_finished)
1500                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1501         if(!this.superweapons_finished)
1502                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1503
1504         n = tokenize_console(this.netname);
1505         if(argv(0) == "give")
1506         {
1507                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1508         }
1509         else
1510         {
1511                 for(int j = 0; j < n; ++j)
1512                 {
1513                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1514                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1515                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1516                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1517                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1518                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1519                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1520                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1521                         else
1522                         {
1523                                 FOREACH(Buffs, it != BUFF_Null,
1524                                 {
1525                                         s = Buff_UndeprecateName(argv(j));
1526                                         if(s == it.m_name)
1527                                         {
1528                                                 this.buffs |= (it.m_itemid);
1529                                                 break;
1530                                         }
1531                                 });
1532                                 FOREACH(Weapons, it != WEP_Null, {
1533                                         s = W_UndeprecateName(argv(j));
1534                                         if(s == it.netname)
1535                                         {
1536                                                 this.weapons |= (it.m_wepset);
1537                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1538                                                         it.wr_init(it);
1539                                                 break;
1540                                         }
1541                                 });
1542                         }
1543                 }
1544
1545                 string itemprefix, valueprefix;
1546                 if(this.spawnflags == 0)
1547                 {
1548                         itemprefix = "";
1549                         valueprefix = "";
1550                 }
1551                 else if(this.spawnflags == 1)
1552                 {
1553                         itemprefix = "max ";
1554                         valueprefix = "max ";
1555                 }
1556                 else if(this.spawnflags == 2)
1557                 {
1558                         itemprefix = "min ";
1559                         valueprefix = "min ";
1560                 }
1561                 else if(this.spawnflags == 4)
1562                 {
1563                         itemprefix = "minus ";
1564                         valueprefix = "max ";
1565                 }
1566                 else
1567                 {
1568                         error("invalid spawnflags");
1569                         itemprefix = valueprefix = string_null;
1570                 }
1571
1572                 this.netname = "";
1573                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1574                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1575                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1576                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1577                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1578                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1579                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1580                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1581                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1582                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1583                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1584                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1585                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1586                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1587                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1588                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1589                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1590         }
1591         this.netname = strzone(this.netname);
1592         //print(this.netname, "\n");
1593
1594         n = tokenize_console(this.netname);
1595         for(int j = 0; j < n; ++j)
1596         {
1597                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1598             it.wr_init(it);
1599             break;
1600                 });
1601         }
1602 }
1603
1604 spawnfunc(item_fuel)
1605 {
1606         StartItem(this, ITEM_JetpackFuel);
1607 }
1608
1609 spawnfunc(item_fuel_regen)
1610 {
1611         if(start_items & ITEM_JetpackRegen.m_itemid)
1612         {
1613                 spawnfunc_item_fuel(this);
1614                 return;
1615         }
1616         StartItem(this, ITEM_JetpackRegen);
1617 }
1618
1619 spawnfunc(item_jetpack)
1620 {
1621         if(start_items & ITEM_Jetpack.m_itemid)
1622         {
1623                 spawnfunc_item_fuel(this);
1624                 return;
1625         }
1626         StartItem(this, ITEM_Jetpack);
1627 }
1628
1629 float GiveWeapon(entity e, float wpn, float op, float val)
1630 {
1631         WepSet v0, v1;
1632         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1633         v0 = (e.weapons & s);
1634         switch(op)
1635         {
1636                 case OP_SET:
1637                         if(val > 0)
1638                                 e.weapons |= s;
1639                         else
1640                                 e.weapons &= ~s;
1641                         break;
1642                 case OP_MIN:
1643                 case OP_PLUS:
1644                         if(val > 0)
1645                                 e.weapons |= s;
1646                         break;
1647                 case OP_MAX:
1648                         if(val <= 0)
1649                                 e.weapons &= ~s;
1650                         break;
1651                 case OP_MINUS:
1652                         if(val > 0)
1653                                 e.weapons &= ~s;
1654                         break;
1655         }
1656         v1 = (e.weapons & s);
1657         return (v0 != v1);
1658 }
1659
1660 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1661 {
1662         bool had_buff = (e.buffs & thebuff.m_itemid);
1663         switch(op)
1664         {
1665                 case OP_SET:
1666                         if(val > 0)
1667                                 e.buffs |= thebuff.m_itemid;
1668                         else
1669                                 e.buffs &= ~thebuff.m_itemid;
1670                         break;
1671                 case OP_MIN:
1672                 case OP_PLUS:
1673                         if(val > 0)
1674                                 e.buffs |= thebuff.m_itemid;
1675                         break;
1676                 case OP_MAX:
1677                         if(val <= 0)
1678                                 e.buffs &= ~thebuff.m_itemid;
1679                         break;
1680                 case OP_MINUS:
1681                         if(val > 0)
1682                                 e.buffs &= ~thebuff.m_itemid;
1683                         break;
1684         }
1685         bool have_buff = (e.buffs & thebuff.m_itemid);
1686         return (had_buff != have_buff);
1687 }
1688
1689 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1690 {
1691         if(v1 == v0)
1692                 return;
1693         if(v1 <= v0 - t)
1694         {
1695                 if(snd_decr != NULL)
1696                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1697         }
1698         else if(v0 >= v0 + t)
1699         {
1700                 if(snd_incr != NULL)
1701                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1702         }
1703 }
1704
1705 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1706 {
1707         if(v0 < v1)
1708                 e.(rotfield) = max(e.(rotfield), time + rottime);
1709         else if(v0 > v1)
1710                 e.(regenfield) = max(e.(regenfield), time + regentime);
1711 }
1712 float GiveItems(entity e, float beginarg, float endarg)
1713 {
1714         float got, i, val, op;
1715         string cmd;
1716
1717         val = 999;
1718         op = OP_SET;
1719
1720         got = 0;
1721
1722         int _switchweapon = 0;
1723
1724         if(e.autoswitch)
1725         {
1726                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1727                 {
1728                         .entity weaponentity = weaponentities[slot];
1729                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1730                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1731                                 _switchweapon |= BIT(slot);
1732                 }
1733         }
1734
1735         e.strength_finished = max(0, e.strength_finished - time);
1736         e.invincible_finished = max(0, e.invincible_finished - time);
1737         e.superweapons_finished = max(0, e.superweapons_finished - time);
1738
1739         PREGIVE(e, items);
1740         PREGIVE_WEAPONS(e);
1741         PREGIVE(e, strength_finished);
1742         PREGIVE(e, invincible_finished);
1743         PREGIVE(e, superweapons_finished);
1744         PREGIVE(e, ammo_nails);
1745         PREGIVE(e, ammo_cells);
1746         PREGIVE(e, ammo_plasma);
1747         PREGIVE(e, ammo_shells);
1748         PREGIVE(e, ammo_rockets);
1749         PREGIVE(e, ammo_fuel);
1750         PREGIVE(e, armorvalue);
1751         PREGIVE(e, health);
1752
1753         for(i = beginarg; i < endarg; ++i)
1754         {
1755                 cmd = argv(i);
1756
1757                 if(cmd == "0" || stof(cmd))
1758                 {
1759                         val = stof(cmd);
1760                         continue;
1761                 }
1762                 switch(cmd)
1763                 {
1764                         case "no":
1765                                 op = OP_MAX;
1766                                 val = 0;
1767                                 continue;
1768                         case "max":
1769                                 op = OP_MAX;
1770                                 continue;
1771                         case "min":
1772                                 op = OP_MIN;
1773                                 continue;
1774                         case "plus":
1775                                 op = OP_PLUS;
1776                                 continue;
1777                         case "minus":
1778                                 op = OP_MINUS;
1779                                 continue;
1780                         case "ALL":
1781                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1782                                 got += GiveValue(e, strength_finished, op, val);
1783                                 got += GiveValue(e, invincible_finished, op, val);
1784                                 got += GiveValue(e, superweapons_finished, op, val);
1785                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1786                         case "all":
1787                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1788                                 got += GiveValue(e, health, op, val);
1789                                 got += GiveValue(e, armorvalue, op, val);
1790                         case "allweapons":
1791                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1792                         //case "allbuffs": // all buffs makes a player god, do not want!
1793                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1794                         case "allammo":
1795                                 got += GiveValue(e, ammo_cells, op, val);
1796                                 got += GiveValue(e, ammo_plasma, op, val);
1797                                 got += GiveValue(e, ammo_shells, op, val);
1798                                 got += GiveValue(e, ammo_nails, op, val);
1799                                 got += GiveValue(e, ammo_rockets, op, val);
1800                                 got += GiveValue(e, ammo_fuel, op, val);
1801                                 break;
1802                         case "unlimited_ammo":
1803                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1804                                 break;
1805                         case "unlimited_weapon_ammo":
1806                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1807                                 break;
1808                         case "unlimited_superweapons":
1809                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1810                                 break;
1811                         case "jetpack":
1812                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1813                                 break;
1814                         case "fuel_regen":
1815                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1816                                 break;
1817                         case "strength":
1818                                 got += GiveValue(e, strength_finished, op, val);
1819                                 break;
1820                         case "invincible":
1821                                 got += GiveValue(e, invincible_finished, op, val);
1822                                 break;
1823                         case "superweapons":
1824                                 got += GiveValue(e, superweapons_finished, op, val);
1825                                 break;
1826                         case "cells":
1827                                 got += GiveValue(e, ammo_cells, op, val);
1828                                 break;
1829                         case "plasma":
1830                                 got += GiveValue(e, ammo_plasma, op, val);
1831                                 break;
1832                         case "shells":
1833                                 got += GiveValue(e, ammo_shells, op, val);
1834                                 break;
1835                         case "nails":
1836                         case "bullets":
1837                                 got += GiveValue(e, ammo_nails, op, val);
1838                                 break;
1839                         case "rockets":
1840                                 got += GiveValue(e, ammo_rockets, op, val);
1841                                 break;
1842                         case "health":
1843                                 got += GiveValue(e, health, op, val);
1844                                 break;
1845                         case "armor":
1846                                 got += GiveValue(e, armorvalue, op, val);
1847                                 break;
1848                         case "fuel":
1849                                 got += GiveValue(e, ammo_fuel, op, val);
1850                                 break;
1851                         default:
1852                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1853                                 {
1854                                         got += GiveBuff(e, it, op, val);
1855                                         break;
1856                                 });
1857                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1858                     got += GiveWeapon(e, it.m_id, op, val);
1859                     break;
1860                                 });
1861                                 break;
1862                 }
1863                 val = 999;
1864                 op = OP_SET;
1865         }
1866
1867         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1868         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1869         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1870         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1871         FOREACH(Weapons, it != WEP_Null, {
1872                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1873                 if(!(save_weapons & (it.m_wepset)))
1874                         if(e.weapons & (it.m_wepset))
1875                                 it.wr_init(it);
1876         });
1877         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1878         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1879         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1880         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1881         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1882         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1883         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1884         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1885         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);
1886         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);
1887         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);
1888
1889         if(e.superweapons_finished <= 0)
1890                 if(e.weapons & WEPSET_SUPERWEAPONS)
1891                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1892
1893         if(e.strength_finished <= 0)
1894                 e.strength_finished = 0;
1895         else
1896                 e.strength_finished += time;
1897         if(e.invincible_finished <= 0)
1898                 e.invincible_finished = 0;
1899         else
1900                 e.invincible_finished += time;
1901         if(e.superweapons_finished <= 0)
1902                 e.superweapons_finished = 0;
1903         else
1904                 e.superweapons_finished += time;
1905
1906         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1907         {
1908                 .entity weaponentity = weaponentities[slot];
1909                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1910                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1911                         _switchweapon |= BIT(slot);
1912         }
1913
1914         if(_switchweapon)
1915         {
1916                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1917                 {
1918                         .entity weaponentity = weaponentities[slot];
1919                         if(_switchweapon & BIT(slot))
1920                         {
1921                                 Weapon wep = w_getbestweapon(e, weaponentity);
1922                                 if(wep != e.(weaponentity).m_switchweapon)
1923                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1924                         }
1925                 }
1926         }
1927
1928         return got;
1929 }
1930 #endif