Use separate variable to store number of records to arrive from the server
[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 .bool item_simple; // probably not really needed, but better safe than sorry
41 void Item_SetAlpha(entity this)
42 {
43         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
44
45         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
46         {
47                 this.alpha = 1;
48                 this.colormod = '1 1 1';
49                 this.glowmod = this.item_glowmod;
50         }
51         else
52         {
53                 this.alpha = autocvar_cl_ghost_items;
54                 this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
55         }
56
57         if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
58         {
59                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
60                 this.alpha = autocvar_cl_weapon_stay_alpha;
61         }
62
63         this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
64 }
65
66 void ItemDraw(entity this)
67 {
68     if(this.gravity)
69     {
70         Movetype_Physics_MatchServer(this, false);
71         if(IS_ONGROUND(this))
72         { // For some reason avelocity gets set to '0 0 0' here ...
73             this.oldorigin = this.origin;
74             this.gravity = 0;
75
76             if(autocvar_cl_animate_items)
77             { // ... so reset it if animations are requested.
78                 if(this.ItemStatus & ITS_ANIMATE1)
79                     this.avelocity = '0 180 0';
80
81                 if(this.ItemStatus & ITS_ANIMATE2)
82                     this.avelocity = '0 -90 0';
83             }
84
85             // delay is for blocking item's position for a while;
86             // it's a workaround for dropped weapons that receive the position
87             // another time right after they spawn overriding animation position
88             this.onground_time = time + 0.5;
89         }
90     }
91     else if (autocvar_cl_animate_items)
92     {
93         if(this.ItemStatus & ITS_ANIMATE1)
94         {
95                 if(!this.item_simple)
96                 this.angles += this.avelocity * frametime;
97             float fade_in = bound(0, time - this.onground_time, 1);
98             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
99         }
100
101         if(this.ItemStatus & ITS_ANIMATE2)
102         {
103                 if(!this.item_simple)
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 Item_PreDraw(entity this)
114 {
115         if(warpzone_warpzones_exist)
116         {
117                 setpredraw(this, func_null); // no need to keep running this
118                 return;
119         }
120         float alph;
121         vector org = getpropertyvec(VF_ORIGIN);
122         //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
123                 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
124         if(this.fade_start)
125         {
126                 if(vdist(org - this.origin, >, this.fade_end))
127                         alph = 0; // save on some processing
128                 else if(vdist(org - this.origin, <, this.fade_start))
129                         alph = 1; // more processing saved
130                 else
131                         alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
132         }
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; // reset by the setalpha function
142 }
143
144 void ItemRemove(entity this)
145 {
146         strfree(this.mdl);
147 }
148
149 HashMap ENT_CLIENT_ITEM_simple;
150 STATIC_INIT(ENT_CLIENT_ITEM_simple)
151 {
152         HM_NEW(ENT_CLIENT_ITEM_simple);
153 }
154 SHUTDOWN(ENT_CLIENT_ITEM_simple)
155 {
156         HM_DELETE(ENT_CLIENT_ITEM_simple);
157 }
158
159 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
160 {
161     int sf = ReadByte();
162
163     if(sf & ISF_LOCATION)
164     {
165         this.origin = ReadVector();
166         setorigin(this, this.origin);
167         this.oldorigin = this.origin;
168     }
169
170     if(sf & ISF_ANGLES)
171     {
172         this.angles_x = ReadAngle();
173         this.angles_y = ReadAngle();
174         this.angles_z = ReadAngle();
175     }
176
177     if(sf & ISF_SIZE)
178     {
179         float use_bigsize = ReadByte();
180         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
181     }
182
183     if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
184     {
185         this.ItemStatus = ReadByte();
186
187         Item_SetAlpha(this);
188
189         if(autocvar_cl_fullbright_items)
190             if(this.ItemStatus & ITS_ALLOWFB)
191                 this.effects |= EF_FULLBRIGHT;
192
193         if(this.ItemStatus & ITS_GLOW)
194         {
195             if(this.ItemStatus & ITS_AVAILABLE)
196                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
197             else
198                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
199         }
200     }
201
202     if(sf & ISF_MODEL)
203     {
204         this.drawmask  = MASK_NORMAL;
205                 set_movetype(this, MOVETYPE_TOSS);
206                 if (isnew) IL_PUSH(g_drawables, this);
207         this.draw       = ItemDraw;
208         this.solid = SOLID_TRIGGER;
209         //this.flags |= FL_ITEM;
210
211         bool use_bigsize = ReadByte();
212
213         this.fade_end = ReadShort();
214         this.fade_start = ReadShort();
215         if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
216                 setpredraw(this, Item_PreDraw);
217
218                 strfree(this.mdl);
219
220         string _fn = ReadString();
221         this.item_simple = false; // reset it!
222
223         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
224         {
225             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
226             this.item_simple = true;
227
228                         #define extensions(x) \
229                                 x(md3) \
230                                 x(dpm) \
231                                 x(iqm) \
232                                 x(mdl) \
233                                 /**/
234                         #define tryext(ext) { \
235                                 string s = strcat(_fn2, autocvar_cl_simpleitems_postfix, "." #ext); \
236                                 string cached = HM_gets(ENT_CLIENT_ITEM_simple, s); \
237                                 if (cached == "") { \
238                                         HM_sets(ENT_CLIENT_ITEM_simple, s, cached = fexists(s) ? "1" : "0"); \
239                                 } \
240                                 if (cached != "0") { \
241                                         strcpy(this.mdl, s); \
242                                         break; \
243                                 } \
244                         }
245                         do {
246                                 extensions(tryext);
247                                 this.item_simple = false;
248                 LOG_TRACEF("Simple item requested for %s but no model exists for it", _fn);
249                         } while (0);
250                         #undef tryext
251                         #undef extensions
252         }
253
254         if(!this.item_simple)
255             strcpy(this.mdl, _fn);
256
257         if(this.mdl == "")
258             LOG_WARNF("this.mdl is unset for item %s", this.classname);
259
260         precache_model(this.mdl);
261         _setmodel(this, this.mdl);
262
263         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
264     }
265
266     if(sf & ISF_COLORMAP)
267     {
268         this.colormap = ReadShort();
269         this.item_glowmod_x = ReadByte() / 255.0;
270         this.item_glowmod_y = ReadByte() / 255.0;
271         this.item_glowmod_z = ReadByte() / 255.0;
272     }
273
274     if(sf & ISF_DROP)
275     {
276         this.gravity = 1;
277         this.pushable = true;
278         //this.angles = '0 0 0';
279         set_movetype(this, MOVETYPE_TOSS);
280         this.velocity = ReadVector();
281         setorigin(this, this.oldorigin);
282
283         if(!this.move_time)
284         {
285             this.move_time = time;
286             this.spawntime = time;
287         }
288         else
289             this.move_time = max(this.move_time, time);
290     }
291
292     if(autocvar_cl_animate_items)
293     {
294         if(this.ItemStatus & ITS_ANIMATE1)
295             this.avelocity = '0 180 0';
296
297         if(this.ItemStatus & ITS_ANIMATE2)
298             this.avelocity = '0 -90 0';
299     }
300
301     this.entremove = ItemRemove;
302
303     return true;
304 }
305
306 #endif
307
308 #ifdef SVQC
309 bool ItemSend(entity this, entity to, int sf)
310 {
311         if(this.gravity)
312                 sf |= ISF_DROP;
313         else
314                 sf &= ~ISF_DROP;
315
316         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
317         WriteByte(MSG_ENTITY, sf);
318
319         //WriteByte(MSG_ENTITY, this.cnt);
320         if(sf & ISF_LOCATION)
321         {
322                 WriteVector(MSG_ENTITY, this.origin);
323         }
324
325         if(sf & ISF_ANGLES)
326         {
327                 WriteAngle(MSG_ENTITY, this.angles_x);
328                 WriteAngle(MSG_ENTITY, this.angles_y);
329                 WriteAngle(MSG_ENTITY, this.angles_z);
330         }
331
332         if(sf & ISF_SIZE)
333         {
334                 Pickup p = this.itemdef;
335                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
336         }
337
338         if(sf & ISF_STATUS)
339                 WriteByte(MSG_ENTITY, this.ItemStatus);
340
341         if(sf & ISF_MODEL)
342         {
343                 Pickup p = this.itemdef;
344                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
345                 WriteShort(MSG_ENTITY, this.fade_end);
346                 WriteShort(MSG_ENTITY, this.fade_start);
347
348                 if(this.mdl == "")
349                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
350
351                 WriteString(MSG_ENTITY, this.mdl);
352         }
353
354
355         if(sf & ISF_COLORMAP)
356         {
357                 WriteShort(MSG_ENTITY, this.colormap);
358                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
359         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
360         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
361         }
362
363         if(sf & ISF_DROP)
364         {
365                 WriteVector(MSG_ENTITY, this.velocity);
366         }
367
368         return true;
369 }
370
371 void ItemUpdate(entity this)
372 {
373         this.oldorigin = this.origin;
374         this.SendFlags |= ISF_LOCATION;
375 }
376
377 void UpdateItemAfterTeleport(entity this)
378 {
379         if(getSendEntity(this) == ItemSend)
380                 ItemUpdate(this);
381 }
382
383 bool have_pickup_item(entity this)
384 {
385         if(this.itemdef.instanceOfPowerup)
386         {
387                 if(autocvar_g_powerups > 0)
388                         return true;
389                 if(autocvar_g_powerups == 0)
390                         return false;
391         }
392         else
393         {
394                 if(autocvar_g_pickup_items > 0)
395                         return true;
396                 if(autocvar_g_pickup_items == 0)
397                         return false;
398                 if(g_weaponarena)
399                         if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
400                                 return false;
401         }
402         return true;
403 }
404
405 /*
406 float Item_Customize()
407 {
408         if(this.spawnshieldtime)
409                 return true;
410         if(this.weapons & ~other.weapons)
411         {
412                 this.colormod = '0 0 0';
413                 this.glowmod = this.colormod;
414                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
415                 return true;
416         }
417         else
418         {
419                 if(g_ghost_items)
420                 {
421                         this.colormod = stov(autocvar_g_ghost_items_color);
422                         this.glowmod = this.colormod;
423                         this.alpha = g_ghost_items;
424                         return true;
425                 }
426                 else
427                         return false;
428         }
429 }
430 */
431
432 void Item_Show (entity e, float mode)
433 {
434         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
435         e.ItemStatus &= ~ITS_STAYWEP;
436         entity def = e.itemdef;
437         if (mode > 0)
438         {
439                 // make the item look normal, and be touchable
440                 e.model = e.mdl;
441                 e.solid = SOLID_TRIGGER;
442                 e.spawnshieldtime = 1;
443                 e.ItemStatus |= ITS_AVAILABLE;
444         }
445         else if (mode < 0)
446         {
447                 // hide the item completely
448                 e.model = string_null;
449                 e.solid = SOLID_NOT;
450                 e.spawnshieldtime = 1;
451                 e.ItemStatus &= ~ITS_AVAILABLE;
452         }
453         else
454         {
455                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
456                         || e.team // weapon stay isn't supported for teamed weapons
457                         ;
458                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
459                 {
460                         // make the item translucent and not touchable
461                         e.model = e.mdl;
462                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
463                         e.effects |= EF_STARDUST;
464                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
465                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
466                 }
467                 else
468                 {
469                         //setmodel(e, "null");
470                         e.solid = SOLID_NOT;
471                         e.colormod = '0 0 0';
472                         //e.glowmod = e.colormod;
473                         e.spawnshieldtime = 1;
474                         e.ItemStatus &= ~ITS_AVAILABLE;
475                 }
476         }
477
478         if (def.m_glow)
479                 e.ItemStatus |= ITS_GLOW;
480
481         if (autocvar_g_nodepthtestitems)
482                 e.effects |= EF_NODEPTHTEST;
483
484
485         if (autocvar_g_fullbrightitems)
486                 e.ItemStatus |= ITS_ALLOWFB;
487
488         if (autocvar_sv_simple_items)
489                 e.ItemStatus |= ITS_ALLOWSI;
490
491         // relink entity (because solid may have changed)
492         setorigin(e, e.origin);
493         e.SendFlags |= ISF_STATUS;
494 }
495
496 void Item_Think(entity this)
497 {
498         this.nextthink = time;
499         if(this.origin != this.oldorigin)
500                 ItemUpdate(this);
501 }
502
503 bool Item_ItemsTime_SpectatorOnly(GameItem it);
504 bool Item_ItemsTime_Allow(GameItem it);
505 float Item_ItemsTime_UpdateTime(entity e, float t);
506 void Item_ItemsTime_SetTime(entity e, float t);
507 void Item_ItemsTime_SetTimesForAllPlayers();
508
509 void Item_Respawn (entity this)
510 {
511         Item_Show(this, 1);
512         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
513         setorigin(this, this.origin);
514
515     if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
516         {
517                 float t = Item_ItemsTime_UpdateTime(this, 0);
518                 Item_ItemsTime_SetTime(this, t);
519                 Item_ItemsTime_SetTimesForAllPlayers();
520         }
521
522         setthink(this, Item_Think);
523         this.nextthink = time;
524
525         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
526         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
527 }
528
529 void Item_RespawnCountdown (entity this)
530 {
531         if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
532         {
533                 if(this.waypointsprite_attached)
534                         WaypointSprite_Kill(this.waypointsprite_attached);
535                 Item_Respawn(this);
536         }
537         else
538         {
539                 this.nextthink = time + 1;
540                 this.item_respawncounter += 1;
541                 if(this.item_respawncounter == 1)
542                 {
543                         do {
544                                 {
545                                         entity wi = Weapons_from(this.weapon);
546                                         if (wi != WEP_Null) {
547                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
548                                                 wp.wp_extra = wi.m_id;
549                                                 break;
550                                         }
551                                 }
552                                 {
553                                         entity ii = this.itemdef;
554                                         if (ii != NULL) {
555                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
556                                                 wp.wp_extra = ii.m_id;
557                                                 break;
558                                         }
559                                 }
560                         } while (0);
561                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
562             if(this.waypointsprite_attached)
563             {
564                 GameItem def = this.itemdef;
565                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
566                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
567                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
568             }
569                 }
570
571                 if(this.waypointsprite_attached)
572                 {
573                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
574                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
575                                 {
576                                         msg_entity = it;
577                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
578                                 }
579                         });
580
581                         WaypointSprite_Ping(this.waypointsprite_attached);
582                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
583                 }
584         }
585 }
586
587 void Item_RespawnThink(entity this)
588 {
589         this.nextthink = time;
590         if(this.origin != this.oldorigin)
591                 ItemUpdate(this);
592
593         if(time >= this.wait)
594                 Item_Respawn(this);
595 }
596
597 void Item_ScheduleRespawnIn(entity e, float t)
598 {
599         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
600         if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
601         {
602                 setthink(e, Item_RespawnCountdown);
603                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
604                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
605                 e.item_respawncounter = 0;
606                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
607                 {
608                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
609                         Item_ItemsTime_SetTime(e, t);
610                         Item_ItemsTime_SetTimesForAllPlayers();
611                 }
612         }
613         else
614         {
615                 setthink(e, Item_RespawnThink);
616                 e.nextthink = time;
617                 e.scheduledrespawntime = time + t;
618                 e.wait = time + t;
619
620                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
621                 {
622                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
623                         Item_ItemsTime_SetTime(e, t);
624                         Item_ItemsTime_SetTimesForAllPlayers();
625                 }
626         }
627 }
628
629 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
630 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
631 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
632
633 /// Adjust respawn time according to the number of players.
634 float adjust_respawntime(float normal_respawntime) {
635         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
636         float o = autocvar_g_pickup_respawntime_scaling_offset;
637         float l = autocvar_g_pickup_respawntime_scaling_linear;
638
639         if (r == 0 && l == 1) {
640                 return normal_respawntime;
641         }
642
643         CheckAllowedTeams(NULL);
644         GetTeamCounts(NULL);
645         int players = 0;
646         if (c1 != -1) players += c1;
647         if (c2 != -1) players += c2;
648         if (c3 != -1) players += c3;
649         if (c4 != -1) players += c4;
650
651         if (players >= 2) {
652                 return normal_respawntime * (r / (players + o) + l);
653         } else {
654                 return normal_respawntime;
655         }
656 }
657
658 void Item_ScheduleRespawn(entity e)
659 {
660         if(e.respawntime > 0)
661         {
662                 Item_Show(e, 0);
663
664                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
665                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
666
667                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
668                 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
669                 Item_ScheduleRespawnIn(e, respawn_in);
670         }
671         else // if respawntime is -1, this item does not respawn
672                 Item_Show(e, -1);
673 }
674
675 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
676         "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
677
678 void Item_ScheduleInitialRespawn(entity e)
679 {
680         Item_Show(e, 0);
681
682         float spawn_in;
683         if (autocvar_g_pickup_respawntime_initial_random == 0)
684         {
685                 // range: respawntime .. respawntime + respawntimejitter
686                 spawn_in = e.respawntime + random() * e.respawntimejitter;
687         }
688         else
689         {
690                 float rnd;
691                 if (autocvar_g_pickup_respawntime_initial_random == 1)
692                 {
693                         static float shared_random = 0;
694                         // NOTE this code works only if items are scheduled at the same time (normal case)
695                         // NOTE2 random() can't return exactly 1 so this check always work as intended
696                         if (!shared_random || floor(time) > shared_random)
697                                 shared_random = floor(time) + random();
698                         rnd = shared_random - floor(time);
699                 }
700                 else
701                         rnd = random();
702
703                 // range:
704                 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
705                 // else: 0 .. ITEM_RESPAWN_TICKS
706                 // this is to prevent powerups spawning unexpectedly without waypoints
707                 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
708         }
709
710         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
711 }
712
713 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
714         entity ammo_entity)
715 {
716         if (num_weapons == 0)
717         {
718                 return;
719         }
720         int num_potential_weapons = tokenize_console(weapon_names);
721         for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
722         {
723                 RandomSelection_Init();
724                 for (int weapon_index = 0; weapon_index < num_potential_weapons;
725                         ++weapon_index)
726                 {
727                         string weapon = argv(weapon_index);
728                         FOREACH(Weapons, it != WEP_Null,
729                         {
730                                 // Finding a weapon which player doesn't have.
731                                 if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
732                                 {
733                                         RandomSelection_AddEnt(it, 1, 1);
734                                         break;
735                                 }
736                         });
737                 }
738                 if (RandomSelection_chosen_ent == NULL)
739                 {
740                         return;
741                 }
742                 receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
743                 if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
744                 {
745                         continue;
746                 }
747                 if (GetResourceAmount(receiver,
748                         RandomSelection_chosen_ent.ammo_type) != 0)
749                 {
750                         continue;
751                 }
752                 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
753                         GetResourceAmount(ammo_entity,
754                         RandomSelection_chosen_ent.ammo_type));
755         }
756 }
757
758 float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
759 {
760         float amount = GetResourceAmount(item, resource_type);
761         if (amount == 0)
762         {
763                 return false;
764         }
765         float player_amount = GetResourceAmount(player, resource_type);
766         if (item.spawnshieldtime)
767         {
768                 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
769                 {
770                         return false;
771                 }
772                 GiveResourceWithLimit(player, resource_type, amount, ammomax);
773                 return true;
774         }
775         if (g_weapon_stay != 2)
776         {
777                 return false;
778         }
779         GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
780         return true;
781 }
782
783 float Item_GiveTo(entity item, entity player)
784 {
785         float pickedup;
786
787         // if nothing happens to player, just return without taking the item
788         pickedup = false;
789         int _switchweapon = 0;
790         // in case the player has autoswitch enabled do the following:
791         // if the player is using their best weapon before items are given, they
792         // probably want to switch to an even better weapon after items are given
793
794         if(CS(player).autoswitch)
795         {
796                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
797                 {
798                         .entity weaponentity = weaponentities[slot];
799                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
800                         {
801                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
802                                         _switchweapon |= BIT(slot);
803
804                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
805                                         _switchweapon |= BIT(slot);
806                         }
807                 }
808         }
809         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
810         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
811         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
812         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
813         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
814         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
815         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
816         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
817         if (item.itemdef.instanceOfWeaponPickup)
818         {
819                 WepSet w;
820                 w = item.weapons;
821                 w &= ~player.weapons;
822
823                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
824                 {
825                         pickedup = true;
826                         FOREACH(Weapons, it != WEP_Null, {
827                                 if(w & (it.m_wepset))
828                                 {
829                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
830                                         {
831                                                 .entity weaponentity = weaponentities[slot];
832                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
833                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
834                                         }
835                                         W_GiveWeapon(player, it.m_id);
836                                 }
837                         });
838                 }
839         }
840
841         if (item.itemdef.instanceOfPowerup)
842         {
843                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
844                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
845                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
846                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
847         }
848
849         int its;
850         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
851         {
852                 pickedup = true;
853                 player.items |= its;
854                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
855         }
856
857         if (item.strength_finished)
858         {
859                 pickedup = true;
860                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
861         }
862         if (item.invincible_finished)
863         {
864                 pickedup = true;
865                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
866         }
867         if (item.superweapons_finished)
868         {
869                 pickedup = true;
870                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
871         }
872
873         // always eat teamed entities
874         if(item.team)
875                 pickedup = true;
876
877         if (!pickedup)
878                 return 0;
879
880         // crude hack to enforce switching weapons
881         if(g_cts && item.itemdef.instanceOfWeaponPickup)
882         {
883                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
884                 {
885                         .entity weaponentity = weaponentities[slot];
886                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
887                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
888                 }
889                 return 1;
890         }
891
892         if(_switchweapon)
893         {
894                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
895                 {
896                         .entity weaponentity = weaponentities[slot];
897                         if(_switchweapon & BIT(slot))
898                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
899                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
900                 }
901         }
902
903         return 1;
904 }
905
906 void Item_Touch(entity this, entity toucher)
907 {
908         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
909         if (Item_IsLoot(this))
910         {
911                 if (ITEM_TOUCH_NEEDKILL())
912                 {
913                         delete(this);
914                         return;
915                 }
916         }
917
918         if(!(toucher.flags & FL_PICKUPITEMS)
919         || STAT(FROZEN, toucher)
920         || IS_DEAD(toucher)
921         || (this.solid != SOLID_TRIGGER)
922         || (this.owner == toucher)
923         || (time < this.item_spawnshieldtime)
924         ) { return; }
925
926         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
927         {
928                 case MUT_ITEMTOUCH_RETURN: { return; }
929                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
930         }
931
932         toucher = M_ARGV(1, entity);
933
934         if (Item_IsExpiring(this))
935         {
936                 this.strength_finished = max(0, this.strength_finished - time);
937                 this.invincible_finished = max(0, this.invincible_finished - time);
938                 this.superweapons_finished = max(0, this.superweapons_finished - time);
939         }
940         bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
941         if (!gave)
942         {
943                 if (Item_IsExpiring(this))
944                 {
945                         // undo what we did above
946                         this.strength_finished += time;
947                         this.invincible_finished += time;
948                         this.superweapons_finished += time;
949                 }
950                 return;
951         }
952
953 LABEL(pickup)
954
955         STAT(LAST_PICKUP, toucher) = time;
956
957         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
958         _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);
959
960         MUTATOR_CALLHOOK(ItemTouched, this, toucher);
961         if (wasfreed(this))
962         {
963                 return;
964         }
965
966         if (Item_IsLoot(this))
967         {
968                 delete(this);
969                 return;
970         }
971         if (!this.spawnshieldtime)
972         {
973                 return;
974         }
975         entity e;
976         if (this.team)
977         {
978                 RandomSelection_Init();
979                 IL_EACH(g_items, it.team == this.team,
980                 {
981                         if (it.itemdef) // is a registered item
982                         {
983                                 Item_Show(it, -1);
984                                 it.scheduledrespawntime = 0;
985                                 RandomSelection_AddEnt(it, it.cnt, 0);
986                         }
987                 });
988                 e = RandomSelection_chosen_ent;
989                 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
990         }
991         else
992                 e = this;
993         Item_ScheduleRespawn(e);
994 }
995
996 void Item_Reset(entity this)
997 {
998         Item_Show(this, !this.state);
999         setorigin(this, this.origin);
1000
1001         if (Item_IsLoot(this))
1002         {
1003                 return;
1004         }
1005         setthink(this, Item_Think);
1006         this.nextthink = time;
1007         if (this.waypointsprite_attached)
1008         {
1009                 WaypointSprite_Kill(this.waypointsprite_attached);
1010         }
1011         if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
1012         {
1013                 Item_ScheduleInitialRespawn(this);
1014         }
1015 }
1016
1017 void Item_FindTeam(entity this)
1018 {
1019         entity e;
1020
1021         if(this.effects & EF_NODRAW)
1022         {
1023                 // marker for item team search
1024                 LOG_TRACE("Initializing item team ", ftos(this.team));
1025                 RandomSelection_Init();
1026                 IL_EACH(g_items, it.team == this.team,
1027                 {
1028                         if(it.itemdef) // is a registered item
1029                                 RandomSelection_AddEnt(it, it.cnt, 0);
1030                 });
1031
1032                 e = RandomSelection_chosen_ent;
1033                 e.state = 0;
1034                 Item_Show(e, 1);
1035
1036                 IL_EACH(g_items, it.team == this.team,
1037                 {
1038                         if(it.itemdef) // is a registered item
1039                         {
1040                                 if(it != e)
1041                                 {
1042                                         // make it non-spawned
1043                                         Item_Show(it, -1);
1044                                         it.state = 1; // state 1 = initially hidden item, apparently
1045                                 }
1046                                 it.effects &= ~EF_NODRAW;
1047                         }
1048                 });
1049
1050                 Item_Reset(this);
1051         }
1052 }
1053
1054 // Savage: used for item garbage-collection
1055 void RemoveItem(entity this)
1056 {
1057         if(wasfreed(this) || !this) { return; }
1058         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1059         delete(this);
1060 }
1061
1062 // pickup evaluation functions
1063 // these functions decide how desirable an item is to the bots
1064
1065 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1066
1067 float weapon_pickupevalfunc(entity player, entity item)
1068 {
1069         // See if I have it already
1070         if(player.weapons & item.weapons)
1071         {
1072                 // If I can pick it up
1073                 if(!item.spawnshieldtime)
1074                         return 0;
1075                 return ammo_pickupevalfunc(player, item);
1076         }
1077
1078         // reduce weapon value if bot already got a good arsenal
1079         float c = 1;
1080         int weapons_value = 0;
1081         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1082                 weapons_value += it.bot_pickupbasevalue;
1083         });
1084         c -= bound(0, weapons_value / 20000, 1) * 0.5;
1085
1086         return item.bot_pickupbasevalue * c;
1087 }
1088
1089 float ammo_pickupevalfunc(entity player, entity item)
1090 {
1091         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1092         entity wpn = NULL;
1093         float c = 0;
1094         float rating = 0;
1095
1096         // Detect needed ammo
1097         if(item.itemdef.instanceOfWeaponPickup)
1098         {
1099                 entity ammo = NULL;
1100                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
1101                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
1102                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
1103                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1104                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1105                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1106
1107                 if(!ammo)
1108                         return 0;
1109                 wpn = item;
1110                 rating = ammo.m_botvalue;
1111         }
1112         else
1113         {
1114                 FOREACH(Weapons, it != WEP_Null, {
1115                         if(!(player.weapons & (it.m_wepset)))
1116                                 continue;
1117
1118                         switch(it.ammo_type)
1119                         {
1120                                 case RESOURCE_SHELLS:  need_shells  = true; break;
1121                                 case RESOURCE_BULLETS: need_nails   = true; break;
1122                                 case RESOURCE_ROCKETS: need_rockets = true; break;
1123                                 case RESOURCE_CELLS:   need_cells   = true; break;
1124                                 case RESOURCE_PLASMA:  need_plasma  = true; break;
1125                                 case RESOURCE_FUEL:    need_fuel    = true; break;
1126                         }
1127                 });
1128                 rating = item.bot_pickupbasevalue;
1129         }
1130
1131         float noammorating = 0.5;
1132
1133         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1134                 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1135
1136         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1137                 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1138
1139         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1140                 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1141
1142         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1143                 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1144
1145         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1146                 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1147
1148         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1149                 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1150
1151         rating *= min(c, 2);
1152         if(wpn)
1153                 rating += wpn.bot_pickupbasevalue * 0.1;
1154         return rating;
1155 }
1156
1157 float healtharmor_pickupevalfunc(entity player, entity item)
1158 {
1159         float c = 0;
1160         float rating = item.bot_pickupbasevalue;
1161
1162         float itemarmor = item.armorvalue;
1163         float itemhealth = item.health;
1164
1165         if(item.item_group)
1166         {
1167                 itemarmor *= min(4, item.item_group_count);
1168                 itemhealth *= min(4, item.item_group_count);
1169         }
1170
1171         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1172                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1173
1174         if (itemhealth && (player.health < item.max_health))
1175                 c = itemhealth / max(1, player.health);
1176
1177         rating *= min(2, c);
1178         return rating;
1179 }
1180
1181 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1182 {
1183         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1184                 RemoveItem(this);
1185 }
1186
1187 void item_use(entity this, entity actor, entity trigger)
1188 {
1189         // use the touch function to handle collection
1190         gettouch(this)(this, actor);
1191 }
1192
1193 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1194 {
1195         string itemname = def.m_name;
1196         Model itemmodel = def.m_model;
1197     Sound pickupsound = def.m_sound;
1198         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1199         float pickupbasevalue = def.m_botvalue;
1200         int itemflags = def.m_itemflags;
1201
1202         startitem_failed = false;
1203
1204         this.item_model_ent = itemmodel;
1205     this.item_pickupsound_ent = pickupsound;
1206
1207     if(def.m_iteminit)
1208         def.m_iteminit(this);
1209
1210         if(!this.respawntime) // both need to be set
1211         {
1212                 this.respawntime = defaultrespawntime;
1213                 this.respawntimejitter = defaultrespawntimejitter;
1214         }
1215
1216         if(!this.pickup_anyway && def.m_pickupanyway)
1217                 this.pickup_anyway = def.m_pickupanyway();
1218
1219         int itemid = def.m_itemid;
1220         this.items = itemid;
1221         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1222         this.weapon = weaponid;
1223
1224         if(!this.fade_end)
1225         {
1226                 this.fade_start = autocvar_g_items_mindist;
1227                 this.fade_end = autocvar_g_items_maxdist;
1228         }
1229
1230         if(weaponid)
1231                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1232
1233         this.flags = FL_ITEM | itemflags;
1234         IL_PUSH(g_items, this);
1235
1236         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1237         {
1238                 startitem_failed = true;
1239                 delete(this);
1240                 return;
1241         }
1242
1243         if (Item_IsLoot(this))
1244         {
1245                 this.reset = SUB_Remove;
1246                 set_movetype(this, MOVETYPE_TOSS);
1247
1248                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1249                 setthink(this, RemoveItem);
1250                 this.nextthink = time + 20;
1251
1252                 this.takedamage = DAMAGE_YES;
1253                 this.event_damage = Item_Damage;
1254
1255                 if (Item_IsExpiring(this))
1256                 {
1257                         // if item is worthless after a timer, have it expire then
1258                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1259                 }
1260
1261                 // don't drop if in a NODROP zone (such as lava)
1262                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1263                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1264                 {
1265                         startitem_failed = true;
1266                         delete(this);
1267                         return;
1268                 }
1269         }
1270         else
1271         {
1272                 if(!have_pickup_item(this))
1273                 {
1274                         startitem_failed = true;
1275                         delete(this);
1276                         return;
1277                 }
1278
1279                 if(this.angles != '0 0 0')
1280                         this.SendFlags |= ISF_ANGLES;
1281
1282                 this.reset = Item_Reset;
1283                 // it's a level item
1284                 if(this.spawnflags & 1)
1285                         this.noalign = 1;
1286                 if (this.noalign > 0)
1287                         set_movetype(this, MOVETYPE_NONE);
1288                 else
1289                         set_movetype(this, MOVETYPE_TOSS);
1290                 // do item filtering according to game mode and other things
1291                 if (this.noalign <= 0)
1292                 {
1293                         // first nudge it off the floor a little bit to avoid math errors
1294                         setorigin(this, this.origin + '0 0 1');
1295                         // set item size before we spawn a spawnfunc_waypoint
1296                         setsize(this, def.m_mins, def.m_maxs);
1297                         this.SendFlags |= ISF_SIZE;
1298                         // note droptofloor returns false if stuck/or would fall too far
1299                         if (!this.noalign)
1300                                 droptofloor(this);
1301                         waypoint_spawnforitem(this);
1302                 }
1303
1304                 /*
1305                  * can't do it that way, as it would break maps
1306                  * TODO make a target_give like entity another way, that perhaps has
1307                  * the weapon name in a key
1308                 if(this.targetname)
1309                 {
1310                         // target_give not yet supported; maybe later
1311                         print("removed targeted ", this.classname, "\n");
1312                         startitem_failed = true;
1313                         delete(this);
1314                         return;
1315                 }
1316                 */
1317
1318                 if(this.targetname != "" && (this.spawnflags & 16))
1319                         this.use = item_use;
1320
1321                 if(autocvar_spawn_debug >= 2)
1322                 {
1323             // why not flags & fl_item?
1324                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1325                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1326                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1327                 error("Mapper sucks.");
1328             });
1329                         this.is_item = true;
1330                 }
1331
1332                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1333
1334                 precache_model(this.model);
1335                 precache_sound(this.item_pickupsound);
1336
1337                 if (   def.instanceOfPowerup
1338                         || def.instanceOfWeaponPickup
1339                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1340                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1341                         || (itemid & (IT_KEY1 | IT_KEY2))
1342                 ) this.target = "###item###"; // for finding the nearest item using find()
1343
1344                 Item_ItemsTime_SetTime(this, 0);
1345         }
1346
1347         this.bot_pickup = true;
1348         this.bot_pickupevalfunc = pickupevalfunc;
1349         this.bot_pickupbasevalue = pickupbasevalue;
1350         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1351         this.netname = itemname;
1352         settouch(this, Item_Touch);
1353         setmodel(this, MDL_Null); // precision set below
1354         //this.effects |= EF_LOWPRECISION;
1355
1356         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1357
1358         this.SendFlags |= ISF_SIZE;
1359
1360         if (!(this.spawnflags & 1024)) {
1361                 if(def.instanceOfPowerup)
1362                         this.ItemStatus |= ITS_ANIMATE1;
1363
1364                 if(this.armorvalue || this.health)
1365                         this.ItemStatus |= ITS_ANIMATE2;
1366         }
1367
1368         if(def.instanceOfWeaponPickup)
1369         {
1370                 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1371                         this.colormap = 1024; // color shirt=0 pants=0 grey
1372                 else
1373                         this.gravity = 1;
1374                 if (!(this.spawnflags & 1024))
1375                         this.ItemStatus |= ITS_ANIMATE1;
1376                 this.SendFlags |= ISF_COLORMAP;
1377         }
1378
1379         this.state = 0;
1380         if(this.team) // broken, no idea why.
1381         {
1382                 if(!this.cnt)
1383                         this.cnt = 1; // item probability weight
1384
1385                 this.effects |= EF_NODRAW; // marker for item team search
1386                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1387         }
1388         else
1389                 Item_Reset(this);
1390
1391         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1392
1393         // call this hook after everything else has been done
1394         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1395         {
1396                 startitem_failed = true;
1397                 delete(this);
1398                 return;
1399         }
1400
1401         setItemGroup(this);
1402 }
1403
1404 void StartItem(entity this, GameItem def)
1405 {
1406     def = def.m_spawnfunc_hookreplace(def, this);
1407     if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1408     {
1409         delete(this);
1410         return;
1411     }
1412     this.classname = def.m_canonical_spawnfunc;
1413     _StartItem(
1414         this,
1415         this.itemdef = def,
1416         def.m_respawntime(), // defaultrespawntime
1417         def.m_respawntimejitter() // defaultrespawntimejitter
1418         );
1419 }
1420
1421 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1422 int group_count = 1;
1423
1424 void setItemGroup(entity this)
1425 {
1426         if(!IS_SMALL(this.itemdef))
1427                 return;
1428
1429         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1430         {
1431                 if(!this.item_group)
1432                 {
1433                         if(!it.item_group)
1434                         {
1435                                 it.item_group = group_count;
1436                                 group_count++;
1437                         }
1438                         this.item_group = it.item_group;
1439                 }
1440                 else // spawning item is already part of a item_group X
1441                 {
1442                         if(!it.item_group)
1443                                 it.item_group = this.item_group;
1444                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1445                         {
1446                                 int grY = it.item_group;
1447                                 // move all items of item_group Y to item_group X
1448                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1449                                 {
1450                                         if(it.item_group == grY)
1451                                                 it.item_group = this.item_group;
1452                                 });
1453                         }
1454                 }
1455         });
1456 }
1457
1458 void setItemGroupCount()
1459 {
1460         for (int k = 1; k <= group_count; k++)
1461         {
1462                 int count = 0;
1463                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1464                 if (count)
1465                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1466         }
1467 }
1468
1469 void target_items_use(entity this, entity actor, entity trigger)
1470 {
1471         if(Item_IsLoot(actor))
1472         {
1473                 EXACTTRIGGER_TOUCH(this, trigger);
1474                 delete(actor);
1475                 return;
1476         }
1477
1478         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1479                 return;
1480
1481         if(trigger.solid == SOLID_TRIGGER)
1482         {
1483                 EXACTTRIGGER_TOUCH(this, trigger);
1484         }
1485
1486         IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1487         {
1488                 delete(it);
1489         });
1490
1491         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1492                 centerprint(actor, this.message);
1493 }
1494
1495 spawnfunc(target_items)
1496 {
1497         int n;
1498         string s;
1499
1500         this.use = target_items_use;
1501         if(!this.strength_finished)
1502                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1503         if(!this.invincible_finished)
1504                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1505         if(!this.superweapons_finished)
1506                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1507
1508         n = tokenize_console(this.netname);
1509         if(argv(0) == "give")
1510         {
1511                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1512         }
1513         else
1514         {
1515                 for(int j = 0; j < n; ++j)
1516                 {
1517                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1518                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1519                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1520                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1521                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1522                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1523                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1524                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1525                         else
1526                         {
1527                                 FOREACH(Buffs, it != BUFF_Null,
1528                                 {
1529                                         s = Buff_UndeprecateName(argv(j));
1530                                         if(s == it.m_name)
1531                                         {
1532                                                 STAT(BUFFS, this) |= (it.m_itemid);
1533                                                 break;
1534                                         }
1535                                 });
1536                                 FOREACH(Weapons, it != WEP_Null, {
1537                                         s = W_UndeprecateName(argv(j));
1538                                         if(s == it.netname)
1539                                         {
1540                                                 this.weapons |= (it.m_wepset);
1541                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1542                                                         it.wr_init(it);
1543                                                 break;
1544                                         }
1545                                 });
1546                         }
1547                 }
1548
1549                 string itemprefix, valueprefix;
1550                 if(this.spawnflags == 0)
1551                 {
1552                         itemprefix = "";
1553                         valueprefix = "";
1554                 }
1555                 else if(this.spawnflags == 1)
1556                 {
1557                         itemprefix = "max ";
1558                         valueprefix = "max ";
1559                 }
1560                 else if(this.spawnflags == 2)
1561                 {
1562                         itemprefix = "min ";
1563                         valueprefix = "min ";
1564                 }
1565                 else if(this.spawnflags == 4)
1566                 {
1567                         itemprefix = "minus ";
1568                         valueprefix = "max ";
1569                 }
1570                 else
1571                 {
1572                         error("invalid spawnflags");
1573                         itemprefix = valueprefix = string_null;
1574                 }
1575
1576                 this.netname = "";
1577                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1578                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1579                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1580                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1581                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1582                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1583                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1584                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1585                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1586                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1587                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1588                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1589                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1590                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1591                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1592                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
1593                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1594         }
1595         this.netname = strzone(this.netname);
1596         //print(this.netname, "\n");
1597
1598         n = tokenize_console(this.netname);
1599         for(int j = 0; j < n; ++j)
1600         {
1601                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1602             it.wr_init(it);
1603             break;
1604                 });
1605         }
1606 }
1607
1608 float GiveWeapon(entity e, float wpn, float op, float val)
1609 {
1610         WepSet v0, v1;
1611         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1612         v0 = (e.weapons & s);
1613         switch(op)
1614         {
1615                 case OP_SET:
1616                         if(val > 0)
1617                                 e.weapons |= s;
1618                         else
1619                                 e.weapons &= ~s;
1620                         break;
1621                 case OP_MIN:
1622                 case OP_PLUS:
1623                         if(val > 0)
1624                                 e.weapons |= s;
1625                         break;
1626                 case OP_MAX:
1627                         if(val <= 0)
1628                                 e.weapons &= ~s;
1629                         break;
1630                 case OP_MINUS:
1631                         if(val > 0)
1632                                 e.weapons &= ~s;
1633                         break;
1634         }
1635         v1 = (e.weapons & s);
1636         return (v0 != v1);
1637 }
1638
1639 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1640 {
1641         bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1642         switch(op)
1643         {
1644                 case OP_SET:
1645                         if(val > 0)
1646                                 STAT(BUFFS, e) |= thebuff.m_itemid;
1647                         else
1648                                 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1649                         break;
1650                 case OP_MIN:
1651                 case OP_PLUS:
1652                         if(val > 0)
1653                                 STAT(BUFFS, e) |= thebuff.m_itemid;
1654                         break;
1655                 case OP_MAX:
1656                         if(val <= 0)
1657                                 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1658                         break;
1659                 case OP_MINUS:
1660                         if(val > 0)
1661                                 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1662                         break;
1663         }
1664         bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1665         return (had_buff != have_buff);
1666 }
1667
1668 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1669 {
1670         if(v1 == v0)
1671                 return;
1672         if(v1 <= v0 - t)
1673         {
1674                 if(snd_decr != NULL)
1675                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1676         }
1677         else if(v0 >= v0 + t)
1678         {
1679                 if(snd_incr != NULL)
1680                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1681         }
1682 }
1683
1684 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1685 {
1686         if(v0 < v1)
1687                 e.(rotfield) = max(e.(rotfield), time + rottime);
1688         else if(v0 > v1)
1689                 e.(regenfield) = max(e.(regenfield), time + regentime);
1690 }
1691 float GiveItems(entity e, float beginarg, float endarg)
1692 {
1693         float got, i, val, op;
1694         string cmd;
1695
1696         val = 999;
1697         op = OP_SET;
1698
1699         got = 0;
1700
1701         int _switchweapon = 0;
1702
1703         if(CS(e).autoswitch)
1704         {
1705                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1706                 {
1707                         .entity weaponentity = weaponentities[slot];
1708                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1709                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1710                                 _switchweapon |= BIT(slot);
1711                 }
1712         }
1713
1714         e.strength_finished = max(0, e.strength_finished - time);
1715         e.invincible_finished = max(0, e.invincible_finished - time);
1716         e.superweapons_finished = max(0, e.superweapons_finished - time);
1717
1718         PREGIVE(e, items);
1719         PREGIVE_WEAPONS(e);
1720         PREGIVE(e, strength_finished);
1721         PREGIVE(e, invincible_finished);
1722         PREGIVE(e, superweapons_finished);
1723         PREGIVE(e, ammo_nails);
1724         PREGIVE(e, ammo_cells);
1725         PREGIVE(e, ammo_plasma);
1726         PREGIVE(e, ammo_shells);
1727         PREGIVE(e, ammo_rockets);
1728         PREGIVE(e, ammo_fuel);
1729         PREGIVE(e, armorvalue);
1730         PREGIVE(e, health);
1731
1732         for(i = beginarg; i < endarg; ++i)
1733         {
1734                 cmd = argv(i);
1735
1736                 if(cmd == "0" || stof(cmd))
1737                 {
1738                         val = stof(cmd);
1739                         continue;
1740                 }
1741                 switch(cmd)
1742                 {
1743                         case "no":
1744                                 op = OP_MAX;
1745                                 val = 0;
1746                                 continue;
1747                         case "max":
1748                                 op = OP_MAX;
1749                                 continue;
1750                         case "min":
1751                                 op = OP_MIN;
1752                                 continue;
1753                         case "plus":
1754                                 op = OP_PLUS;
1755                                 continue;
1756                         case "minus":
1757                                 op = OP_MINUS;
1758                                 continue;
1759                         case "ALL":
1760                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1761                                 got += GiveValue(e, strength_finished, op, val);
1762                                 got += GiveValue(e, invincible_finished, op, val);
1763                                 got += GiveValue(e, superweapons_finished, op, val);
1764                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1765                         case "all":
1766                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1767                                 got += GiveValue(e, health, op, val);
1768                                 got += GiveValue(e, armorvalue, op, val);
1769                         case "allweapons":
1770                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1771                         //case "allbuffs": // all buffs makes a player god, do not want!
1772                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1773                         case "allammo":
1774                                 got += GiveValue(e, ammo_cells, op, val);
1775                                 got += GiveValue(e, ammo_plasma, op, val);
1776                                 got += GiveValue(e, ammo_shells, op, val);
1777                                 got += GiveValue(e, ammo_nails, op, val);
1778                                 got += GiveValue(e, ammo_rockets, op, val);
1779                                 got += GiveValue(e, ammo_fuel, op, val);
1780                                 break;
1781                         case "unlimited_ammo":
1782                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1783                                 break;
1784                         case "unlimited_weapon_ammo":
1785                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1786                                 break;
1787                         case "unlimited_superweapons":
1788                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1789                                 break;
1790                         case "jetpack":
1791                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1792                                 break;
1793                         case "fuel_regen":
1794                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1795                                 break;
1796                         case "strength":
1797                                 got += GiveValue(e, strength_finished, op, val);
1798                                 break;
1799                         case "invincible":
1800                                 got += GiveValue(e, invincible_finished, op, val);
1801                                 break;
1802                         case "superweapons":
1803                                 got += GiveValue(e, superweapons_finished, op, val);
1804                                 break;
1805                         case "cells":
1806                                 got += GiveValue(e, ammo_cells, op, val);
1807                                 break;
1808                         case "plasma":
1809                                 got += GiveValue(e, ammo_plasma, op, val);
1810                                 break;
1811                         case "shells":
1812                                 got += GiveValue(e, ammo_shells, op, val);
1813                                 break;
1814                         case "nails":
1815                         case "bullets":
1816                                 got += GiveValue(e, ammo_nails, op, val);
1817                                 break;
1818                         case "rockets":
1819                                 got += GiveValue(e, ammo_rockets, op, val);
1820                                 break;
1821                         case "health":
1822                                 got += GiveValue(e, health, op, val);
1823                                 break;
1824                         case "armor":
1825                                 got += GiveValue(e, armorvalue, op, val);
1826                                 break;
1827                         case "fuel":
1828                                 got += GiveValue(e, ammo_fuel, op, val);
1829                                 break;
1830                         default:
1831                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1832                                 {
1833                                         got += GiveBuff(e, it, op, val);
1834                                         break;
1835                                 });
1836                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1837                     got += GiveWeapon(e, it.m_id, op, val);
1838                     break;
1839                                 });
1840                                 break;
1841                 }
1842                 val = 999;
1843                 op = OP_SET;
1844         }
1845
1846         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1847         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1848         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1849         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1850         FOREACH(Weapons, it != WEP_Null, {
1851                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1852                 if(!(save_weapons & (it.m_wepset)))
1853                         if(e.weapons & (it.m_wepset))
1854                                 it.wr_init(it);
1855         });
1856         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1857         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1858         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1859         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1860         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1861         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1862         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1863         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1864         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);
1865         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);
1866         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);
1867
1868         if(e.superweapons_finished <= 0)
1869                 if(e.weapons & WEPSET_SUPERWEAPONS)
1870                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1871
1872         if(e.strength_finished <= 0)
1873                 e.strength_finished = 0;
1874         else
1875                 e.strength_finished += time;
1876         if(e.invincible_finished <= 0)
1877                 e.invincible_finished = 0;
1878         else
1879                 e.invincible_finished += time;
1880         if(e.superweapons_finished <= 0)
1881                 e.superweapons_finished = 0;
1882         else
1883                 e.superweapons_finished += time;
1884
1885         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1886         {
1887                 .entity weaponentity = weaponentities[slot];
1888                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1889                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1890                         _switchweapon |= BIT(slot);
1891         }
1892
1893         if(_switchweapon)
1894         {
1895                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1896                 {
1897                         .entity weaponentity = weaponentities[slot];
1898                         if(_switchweapon & BIT(slot))
1899                         {
1900                                 Weapon wep = w_getbestweapon(e, weaponentity);
1901                                 if(wep != e.(weaponentity).m_switchweapon)
1902                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1903                         }
1904                 }
1905         }
1906
1907         return got;
1908 }
1909 #endif