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