8469d1e3c27b5ba57007ab60b1ae0852c432af59
[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                 if (autocvar_cl_ghost_items_color)
54                 {
55                         this.alpha = autocvar_cl_ghost_items;
56                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
57                 }
58                 else
59                         this.alpha = -1;
60         }
61
62         if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
63         {
64                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
65                 this.alpha = autocvar_cl_weapon_stay_alpha;
66         }
67
68         this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
69 }
70
71 void ItemDraw(entity this)
72 {
73     if(this.gravity)
74     {
75         Movetype_Physics_MatchServer(this, false);
76         if(IS_ONGROUND(this))
77         { // For some reason avelocity gets set to '0 0 0' here ...
78             this.oldorigin = this.origin;
79             this.gravity = 0;
80
81             if(autocvar_cl_animate_items)
82             { // ... so reset it if animations are requested.
83                 if(this.ItemStatus & ITS_ANIMATE1)
84                     this.avelocity = '0 180 0';
85
86                 if(this.ItemStatus & ITS_ANIMATE2)
87                     this.avelocity = '0 -90 0';
88             }
89
90             // delay is for blocking item's position for a while;
91             // it's a workaround for dropped weapons that receive the position
92             // another time right after they spawn overriding animation position
93             this.onground_time = time + 0.5;
94         }
95     }
96     else if (autocvar_cl_animate_items)
97     {
98         if(this.ItemStatus & ITS_ANIMATE1)
99         {
100                 if(!this.item_simple)
101                 this.angles += this.avelocity * frametime;
102             float fade_in = bound(0, time - this.onground_time, 1);
103             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
104         }
105
106         if(this.ItemStatus & ITS_ANIMATE2)
107         {
108                 if(!this.item_simple)
109                 this.angles += this.avelocity * frametime;
110             float fade_in = bound(0, time - this.onground_time, 1);
111             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
112         }
113     }
114
115     Item_SetAlpha(this);
116 }
117
118 void Item_PreDraw(entity this)
119 {
120         if(warpzone_warpzones_exist)
121         {
122                 setpredraw(this, func_null); // no need to keep running this
123                 return;
124         }
125         float alph;
126         vector org = getpropertyvec(VF_ORIGIN);
127         //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
128                 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
129         if(this.fade_start)
130         {
131                 if(vdist(org - this.origin, >, this.fade_end))
132                         alph = 0; // save on some processing
133                 else if(vdist(org - this.origin, <, this.fade_start))
134                         alph = 1; // more processing saved
135                 else
136                         alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
137         }
138         else
139                 alph = 1;
140         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
141         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
142                 this.alpha = alph;
143         if(alph <= 0)
144                 this.drawmask = 0;
145         //else
146                 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
147 }
148
149 void ItemRemove(entity this)
150 {
151         if(this.mdl)
152                 strunzone(this.mdl);
153 }
154
155 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
156 {
157     int sf = ReadByte();
158
159     if(sf & ISF_LOCATION)
160     {
161         this.origin_x = ReadCoord();
162         this.origin_y = ReadCoord();
163         this.origin_z = ReadCoord();
164         setorigin(this, this.origin);
165         this.oldorigin = this.origin;
166     }
167
168     if(sf & ISF_ANGLES)
169     {
170         this.angles_x = ReadAngle();
171         this.angles_y = ReadAngle();
172         this.angles_z = ReadAngle();
173     }
174
175     if(sf & ISF_SIZE)
176     {
177         float use_bigsize = ReadByte();
178         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
179     }
180
181     if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
182     {
183         this.ItemStatus = ReadByte();
184
185         Item_SetAlpha(this);
186
187         if(autocvar_cl_fullbright_items)
188             if(this.ItemStatus & ITS_ALLOWFB)
189                 this.effects |= EF_FULLBRIGHT;
190
191         if(this.ItemStatus & ITS_GLOW)
192         {
193             if(this.ItemStatus & ITS_AVAILABLE)
194                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
195             else
196                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
197         }
198     }
199
200     if(sf & ISF_MODEL)
201     {
202         this.drawmask  = MASK_NORMAL;
203                 set_movetype(this, MOVETYPE_TOSS);
204                 if (isnew) IL_PUSH(g_drawables, this);
205         this.draw       = ItemDraw;
206         this.solid = SOLID_TRIGGER;
207         //this.flags |= FL_ITEM;
208
209         bool use_bigsize = ReadByte();
210
211         this.fade_end = ReadShort();
212         this.fade_start = ReadShort();
213         if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
214                 setpredraw(this, Item_PreDraw);
215
216         if(this.mdl)
217             strunzone(this.mdl);
218
219         this.mdl = "";
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             if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
229                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
230             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
231                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
232             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
233                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
234             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
235                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
236             else
237             {
238                 this.item_simple = false;
239                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
240             }
241         }
242
243         if(!this.item_simple)
244             this.mdl = strzone(_fn);
245
246
247         if(this.mdl == "")
248             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
249
250         precache_model(this.mdl);
251         _setmodel(this, this.mdl);
252
253         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
254     }
255
256     if(sf & ISF_COLORMAP)
257     {
258         this.colormap = ReadShort();
259         this.item_glowmod_x = ReadByte() / 255.0;
260         this.item_glowmod_y = ReadByte() / 255.0;
261         this.item_glowmod_z = ReadByte() / 255.0;
262     }
263
264     if(sf & ISF_DROP)
265     {
266         this.gravity = 1;
267         this.pushable = true;
268         //this.angles = '0 0 0';
269         set_movetype(this, MOVETYPE_TOSS);
270         this.velocity_x = ReadCoord();
271         this.velocity_y = ReadCoord();
272         this.velocity_z = ReadCoord();
273         setorigin(this, this.oldorigin);
274
275         if(!this.move_time)
276         {
277             this.move_time = time;
278             this.spawntime = time;
279         }
280         else
281             this.move_time = max(this.move_time, time);
282     }
283
284     if(autocvar_cl_animate_items)
285     {
286         if(this.ItemStatus & ITS_ANIMATE1)
287             this.avelocity = '0 180 0';
288
289         if(this.ItemStatus & ITS_ANIMATE2)
290             this.avelocity = '0 -90 0';
291     }
292
293     this.entremove = ItemRemove;
294
295     return true;
296 }
297
298 #endif
299
300 #ifdef SVQC
301 bool ItemSend(entity this, entity to, int sf)
302 {
303         if(this.gravity)
304                 sf |= ISF_DROP;
305         else
306                 sf &= ~ISF_DROP;
307
308         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
309         WriteByte(MSG_ENTITY, sf);
310
311         //WriteByte(MSG_ENTITY, this.cnt);
312         if(sf & ISF_LOCATION)
313         {
314                 WriteCoord(MSG_ENTITY, this.origin.x);
315                 WriteCoord(MSG_ENTITY, this.origin.y);
316                 WriteCoord(MSG_ENTITY, this.origin.z);
317         }
318
319         if(sf & ISF_ANGLES)
320         {
321                 WriteAngle(MSG_ENTITY, this.angles_x);
322                 WriteAngle(MSG_ENTITY, this.angles_y);
323                 WriteAngle(MSG_ENTITY, this.angles_z);
324         }
325
326         if(sf & ISF_SIZE)
327         {
328                 Pickup p = this.itemdef;
329                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
330         }
331
332         if(sf & ISF_STATUS)
333                 WriteByte(MSG_ENTITY, this.ItemStatus);
334
335         if(sf & ISF_MODEL)
336         {
337                 Pickup p = this.itemdef;
338                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
339                 WriteShort(MSG_ENTITY, this.fade_end);
340                 WriteShort(MSG_ENTITY, this.fade_start);
341
342                 if(this.mdl == "")
343                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
344
345                 WriteString(MSG_ENTITY, this.mdl);
346         }
347
348
349         if(sf & ISF_COLORMAP)
350         {
351                 WriteShort(MSG_ENTITY, this.colormap);
352                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
353         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
354         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
355         }
356
357         if(sf & ISF_DROP)
358         {
359                 WriteCoord(MSG_ENTITY, this.velocity.x);
360                 WriteCoord(MSG_ENTITY, this.velocity.y);
361                 WriteCoord(MSG_ENTITY, this.velocity.z);
362         }
363
364         return true;
365 }
366
367 void ItemUpdate(entity this)
368 {
369         this.oldorigin = this.origin;
370         this.SendFlags |= ISF_LOCATION;
371 }
372
373 void UpdateItemAfterTeleport(entity this)
374 {
375         if(getSendEntity(this) == ItemSend)
376                 ItemUpdate(this);
377 }
378
379 bool have_pickup_item(entity this)
380 {
381         if(this.itemdef.instanceOfPowerup)
382         {
383                 if(autocvar_g_powerups > 0)
384                         return true;
385                 if(autocvar_g_powerups == 0)
386                         return false;
387         }
388         else
389         {
390                 if(autocvar_g_pickup_items > 0)
391                         return true;
392                 if(autocvar_g_pickup_items == 0)
393                         return false;
394                 if(g_weaponarena)
395                         if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
396                                 return false;
397         }
398         return true;
399 }
400
401 /*
402 float Item_Customize()
403 {
404         if(this.spawnshieldtime)
405                 return true;
406         if(this.weapons & ~other.weapons)
407         {
408                 this.colormod = '0 0 0';
409                 this.glowmod = this.colormod;
410                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
411                 return true;
412         }
413         else
414         {
415                 if(g_ghost_items)
416                 {
417                         this.colormod = stov(autocvar_g_ghost_items_color);
418                         this.glowmod = this.colormod;
419                         this.alpha = g_ghost_items;
420                         return true;
421                 }
422                 else
423                         return false;
424         }
425 }
426 */
427
428 void Item_Show (entity e, float mode)
429 {
430         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
431         e.ItemStatus &= ~ITS_STAYWEP;
432         entity def = e.itemdef;
433         if (mode > 0)
434         {
435                 // make the item look normal, and be touchable
436                 e.model = e.mdl;
437                 e.solid = SOLID_TRIGGER;
438                 e.spawnshieldtime = 1;
439                 e.ItemStatus |= ITS_AVAILABLE;
440         }
441         else if (mode < 0)
442         {
443                 // hide the item completely
444                 e.model = string_null;
445                 e.solid = SOLID_NOT;
446                 e.spawnshieldtime = 1;
447                 e.ItemStatus &= ~ITS_AVAILABLE;
448         }
449         else
450         {
451                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
452                         || e.team // weapon stay isn't supported for teamed weapons
453                         ;
454                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
455                 {
456                         // make the item translucent and not touchable
457                         e.model = e.mdl;
458                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
459                         e.effects |= EF_STARDUST;
460                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
461                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
462                 }
463                 else
464                 {
465                         //setmodel(e, "null");
466                         e.solid = SOLID_NOT;
467                         e.colormod = '0 0 0';
468                         //e.glowmod = e.colormod;
469                         e.spawnshieldtime = 1;
470                         e.ItemStatus &= ~ITS_AVAILABLE;
471                 }
472         }
473
474         if (def.m_glow)
475                 e.ItemStatus |= ITS_GLOW;
476
477         if (autocvar_g_nodepthtestitems)
478                 e.effects |= EF_NODEPTHTEST;
479
480
481         if (autocvar_g_fullbrightitems)
482                 e.ItemStatus |= ITS_ALLOWFB;
483
484         if (autocvar_sv_simple_items)
485                 e.ItemStatus |= ITS_ALLOWSI;
486
487         // relink entity (because solid may have changed)
488         setorigin(e, e.origin);
489         e.SendFlags |= ISF_STATUS;
490 }
491
492 void Item_Think(entity this)
493 {
494         this.nextthink = time;
495         if(this.origin != this.oldorigin)
496                 ItemUpdate(this);
497 }
498
499 bool Item_ItemsTime_SpectatorOnly(GameItem it);
500 bool Item_ItemsTime_Allow(GameItem it);
501 float Item_ItemsTime_UpdateTime(entity e, float t);
502 void Item_ItemsTime_SetTime(entity e, float t);
503 void Item_ItemsTime_SetTimesForAllPlayers();
504
505 void Item_Respawn (entity this)
506 {
507         Item_Show(this, 1);
508         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
509         setorigin(this, this.origin);
510
511     if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
512         {
513                 float t = Item_ItemsTime_UpdateTime(this, 0);
514                 Item_ItemsTime_SetTime(this, t);
515                 Item_ItemsTime_SetTimesForAllPlayers();
516         }
517
518         setthink(this, Item_Think);
519         this.nextthink = time;
520
521         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
522         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
523 }
524
525 void Item_RespawnCountdown (entity this)
526 {
527         if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
528         {
529                 if(this.waypointsprite_attached)
530                         WaypointSprite_Kill(this.waypointsprite_attached);
531                 Item_Respawn(this);
532         }
533         else
534         {
535                 this.nextthink = time + 1;
536                 this.item_respawncounter += 1;
537                 if(this.item_respawncounter == 1)
538                 {
539                         do {
540                                 {
541                                         entity wi = Weapons_from(this.weapon);
542                                         if (wi != WEP_Null) {
543                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
544                                                 wp.wp_extra = wi.m_id;
545                                                 break;
546                                         }
547                                 }
548                                 {
549                                         entity ii = this.itemdef;
550                                         if (ii != NULL) {
551                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
552                                                 wp.wp_extra = ii.m_id;
553                                                 break;
554                                         }
555                                 }
556                         } while (0);
557                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
558             if(this.waypointsprite_attached)
559             {
560                 GameItem def = this.itemdef;
561                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
562                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
563                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
564             }
565                 }
566
567                 if(this.waypointsprite_attached)
568                 {
569                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
570                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
571                                 {
572                                         msg_entity = it;
573                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
574                                 }
575                         });
576
577                         WaypointSprite_Ping(this.waypointsprite_attached);
578                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
579                 }
580         }
581 }
582
583 void Item_RespawnThink(entity this)
584 {
585         this.nextthink = time;
586         if(this.origin != this.oldorigin)
587                 ItemUpdate(this);
588
589         if(time >= this.wait)
590                 Item_Respawn(this);
591 }
592
593 void Item_ScheduleRespawnIn(entity e, float t)
594 {
595         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
596         if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
597         {
598                 setthink(e, Item_RespawnCountdown);
599                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
600                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
601                 e.item_respawncounter = 0;
602                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
603                 {
604                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
605                         Item_ItemsTime_SetTime(e, t);
606                         Item_ItemsTime_SetTimesForAllPlayers();
607                 }
608         }
609         else
610         {
611                 setthink(e, Item_RespawnThink);
612                 e.nextthink = time;
613                 e.scheduledrespawntime = time + t;
614                 e.wait = time + t;
615
616                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
617                 {
618                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
619                         Item_ItemsTime_SetTime(e, t);
620                         Item_ItemsTime_SetTimesForAllPlayers();
621                 }
622         }
623 }
624
625 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*");
626 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");
627 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");
628
629 float adjust_respawntime(float normal_respawntime) {
630         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
631         float o = autocvar_g_pickup_respawntime_scaling_offset;
632         float l = autocvar_g_pickup_respawntime_scaling_linear;
633
634         if (r == 0 && l == 1) {
635                 return normal_respawntime;
636         }
637
638         CheckAllowedTeams(NULL);
639         GetTeamCounts(NULL);
640         int players = 0;
641         if (c1 != -1) players += c1;
642         if (c2 != -1) players += c2;
643         if (c3 != -1) players += c3;
644         if (c4 != -1) players += c4;
645
646         if (players >= 2) {
647                 return normal_respawntime * (r / (players + o) + l);
648         } else {
649                 return normal_respawntime;
650         }
651 }
652
653 void Item_ScheduleRespawn(entity e)
654 {
655         if(e.respawntime > 0)
656         {
657                 Item_Show(e, 0);
658
659                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
660                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
661
662                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
663                 float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter;
664                 Item_ScheduleRespawnIn(e, actual_time);
665         }
666         else // if respawntime is -1, this item does not respawn
667                 Item_Show(e, -1);
668 }
669
670 void Item_ScheduleInitialRespawn(entity e)
671 {
672         Item_Show(e, 0);
673         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
674 }
675
676 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
677         entity ammo_entity)
678 {
679         if (num_weapons == 0)
680         {
681                 return;
682         }
683         int num_potential_weapons = tokenize_console(weapon_names);
684         for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
685         {
686                 RandomSelection_Init();
687                 for (int weapon_index = 0; weapon_index < num_potential_weapons;
688                         ++weapon_index)
689                 {
690                         string weapon = argv(weapon_index);
691                         FOREACH(Weapons, it != WEP_Null,
692                         {
693                                 // Finding a weapon which player doesn't have.
694                                 if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
695                                 {
696                                         RandomSelection_AddEnt(it, 1, 1);
697                                         break;
698                                 }
699                         });
700                 }
701                 if (RandomSelection_chosen_ent == NULL)
702                 {
703                         return;
704                 }
705                 receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
706                 if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
707                 {
708                         continue;
709                 }
710                 if (GetResourceAmount(receiver,
711                         RandomSelection_chosen_ent.ammo_type) != 0)
712                 {
713                         continue;
714                 }
715                 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
716                         GetResourceAmount(ammo_entity,
717                         RandomSelection_chosen_ent.ammo_type));
718         }
719 }
720
721 float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
722 {
723         float amount = GetResourceAmount(item, resource_type);
724         if (amount == 0)
725         {
726                 return false;
727         }
728         float player_amount = GetResourceAmount(player, resource_type);
729         if (item.spawnshieldtime)
730         {
731                 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
732                 {
733                         return false;
734                 }
735                 GiveResourceWithLimit(player, resource_type, amount, ammomax);
736                 return true;
737         }
738         if (g_weapon_stay != 2)
739         {
740                 return false;
741         }
742         GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
743         return true;
744 }
745
746 float Item_GiveTo(entity item, entity player)
747 {
748         float pickedup;
749
750         // if nothing happens to player, just return without taking the item
751         pickedup = false;
752         int _switchweapon = 0;
753         // in case the player has autoswitch enabled do the following:
754         // if the player is using their best weapon before items are given, they
755         // probably want to switch to an even better weapon after items are given
756
757         if(CS(player).autoswitch)
758         {
759                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
760                 {
761                         .entity weaponentity = weaponentities[slot];
762                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
763                         {
764                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
765                                         _switchweapon |= BIT(slot);
766
767                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
768                                         _switchweapon |= BIT(slot);
769                         }
770                 }
771         }
772         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
773         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
774         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
775         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
776         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
777         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
778         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
779         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
780         if (item.itemdef.instanceOfWeaponPickup)
781         {
782                 WepSet w;
783                 w = item.weapons;
784                 w &= ~player.weapons;
785
786                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
787                 {
788                         pickedup = true;
789                         FOREACH(Weapons, it != WEP_Null, {
790                                 if(w & (it.m_wepset))
791                                 {
792                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
793                                         {
794                                                 .entity weaponentity = weaponentities[slot];
795                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
796                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
797                                         }
798                                         W_GiveWeapon(player, it.m_id);
799                                 }
800                         });
801                 }
802         }
803
804         if (item.itemdef.instanceOfPowerup)
805         {
806                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
807                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
808                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
809                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
810         }
811
812         int its;
813         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
814         {
815                 pickedup = true;
816                 player.items |= its;
817                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
818         }
819
820         if (item.strength_finished)
821         {
822                 pickedup = true;
823                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
824         }
825         if (item.invincible_finished)
826         {
827                 pickedup = true;
828                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
829         }
830         if (item.superweapons_finished)
831         {
832                 pickedup = true;
833                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
834         }
835
836         // always eat teamed entities
837         if(item.team)
838                 pickedup = true;
839
840         if (!pickedup)
841                 return 0;
842
843         // crude hack to enforce switching weapons
844         if(g_cts && item.itemdef.instanceOfWeaponPickup)
845         {
846                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
847                 {
848                         .entity weaponentity = weaponentities[slot];
849                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
850                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
851                 }
852                 return 1;
853         }
854
855         if(_switchweapon)
856         {
857                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
858                 {
859                         .entity weaponentity = weaponentities[slot];
860                         if(_switchweapon & BIT(slot))
861                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
862                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
863                 }
864         }
865
866         return 1;
867 }
868
869 void Item_Touch(entity this, entity toucher)
870 {
871         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
872         if (Item_IsLoot(this))
873         {
874                 if (ITEM_TOUCH_NEEDKILL())
875                 {
876                         delete(this);
877                         return;
878                 }
879         }
880
881         if(!(toucher.flags & FL_PICKUPITEMS)
882         || STAT(FROZEN, toucher)
883         || IS_DEAD(toucher)
884         || (this.solid != SOLID_TRIGGER)
885         || (this.owner == toucher)
886         || (time < this.item_spawnshieldtime)
887         ) { return; }
888
889         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
890         {
891                 case MUT_ITEMTOUCH_RETURN: { return; }
892                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
893         }
894
895         toucher = M_ARGV(1, entity);
896
897         if (Item_IsExpiring(this))
898         {
899                 this.strength_finished = max(0, this.strength_finished - time);
900                 this.invincible_finished = max(0, this.invincible_finished - time);
901                 this.superweapons_finished = max(0, this.superweapons_finished - time);
902         }
903         bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
904         if (!gave)
905         {
906                 if (Item_IsExpiring(this))
907                 {
908                         // undo what we did above
909                         this.strength_finished += time;
910                         this.invincible_finished += time;
911                         this.superweapons_finished += time;
912                 }
913                 return;
914         }
915
916 LABEL(pickup)
917
918         toucher.last_pickup = time;
919
920         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
921         _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);
922
923         MUTATOR_CALLHOOK(ItemTouched, this, toucher);
924         if (wasfreed(this))
925         {
926                 return;
927         }
928
929         if (Item_IsLoot(this))
930         {
931                 delete(this);
932                 return;
933         }
934         if (!this.spawnshieldtime)
935         {
936                 return;
937         }
938         entity e;
939         if (this.team)
940         {
941                 RandomSelection_Init();
942                 IL_EACH(g_items, it.team == this.team,
943                 {
944                         if (it.itemdef) // is a registered item
945                         {
946                                 Item_Show(it, -1);
947                                 it.scheduledrespawntime = 0;
948                                 RandomSelection_AddEnt(it, it.cnt, 0);
949                         }
950                 });
951                 e = RandomSelection_chosen_ent;
952                 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
953         }
954         else
955                 e = this;
956         Item_ScheduleRespawn(e);
957 }
958
959 void Item_Reset(entity this)
960 {
961         Item_Show(this, !this.state);
962         setorigin(this, this.origin);
963
964         if (Item_IsLoot(this))
965         {
966                 return;
967         }
968         setthink(this, Item_Think);
969         this.nextthink = time;
970         if (this.waypointsprite_attached)
971         {
972                 WaypointSprite_Kill(this.waypointsprite_attached);
973         }
974         if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
975         {
976                 Item_ScheduleInitialRespawn(this);
977         }
978 }
979
980 void Item_FindTeam(entity this)
981 {
982         entity e;
983
984         if(this.effects & EF_NODRAW)
985         {
986                 // marker for item team search
987                 LOG_TRACE("Initializing item team ", ftos(this.team));
988                 RandomSelection_Init();
989                 IL_EACH(g_items, it.team == this.team,
990                 {
991                         if(it.itemdef) // is a registered item
992                                 RandomSelection_AddEnt(it, it.cnt, 0);
993                 });
994
995                 e = RandomSelection_chosen_ent;
996                 e.state = 0;
997                 Item_Show(e, 1);
998
999                 IL_EACH(g_items, it.team == this.team,
1000                 {
1001                         if(it.itemdef) // is a registered item
1002                         {
1003                                 if(it != e)
1004                                 {
1005                                         // make it non-spawned
1006                                         Item_Show(it, -1);
1007                                         it.state = 1; // state 1 = initially hidden item, apparently
1008                                 }
1009                                 it.effects &= ~EF_NODRAW;
1010                         }
1011                 });
1012
1013                 Item_Reset(this);
1014         }
1015 }
1016
1017 // Savage: used for item garbage-collection
1018 void RemoveItem(entity this)
1019 {
1020         if(wasfreed(this) || !this) { return; }
1021         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1022         delete(this);
1023 }
1024
1025 // pickup evaluation functions
1026 // these functions decide how desirable an item is to the bots
1027
1028 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1029
1030 float weapon_pickupevalfunc(entity player, entity item)
1031 {
1032         // See if I have it already
1033         if(player.weapons & item.weapons)
1034         {
1035                 // If I can pick it up
1036                 if(!item.spawnshieldtime)
1037                         return 0;
1038                 return ammo_pickupevalfunc(player, item);
1039         }
1040
1041         // reduce weapon value if bot already got a good arsenal
1042         float c = 1;
1043         int weapons_value = 0;
1044         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1045                 weapons_value += it.bot_pickupbasevalue;
1046         });
1047         c -= bound(0, weapons_value / 20000, 1) * 0.5;
1048
1049         return item.bot_pickupbasevalue * c;
1050 }
1051
1052 float ammo_pickupevalfunc(entity player, entity item)
1053 {
1054         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1055         entity wpn = NULL;
1056         float c = 0;
1057         float rating = 0;
1058
1059         // Detect needed ammo
1060         if(item.itemdef.instanceOfWeaponPickup)
1061         {
1062                 entity ammo = NULL;
1063                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
1064                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
1065                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
1066                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1067                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1068                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1069
1070                 if(!ammo)
1071                         return 0;
1072                 wpn = item;
1073                 rating = ammo.m_botvalue;
1074         }
1075         else
1076         {
1077                 FOREACH(Weapons, it != WEP_Null, {
1078                         if(!(player.weapons & (it.m_wepset)))
1079                                 continue;
1080
1081                         switch(it.ammo_type)
1082                         {
1083                                 case RESOURCE_SHELLS:  need_shells  = true; break;
1084                                 case RESOURCE_BULLETS: need_nails   = true; break;
1085                                 case RESOURCE_ROCKETS: need_rockets = true; break;
1086                                 case RESOURCE_CELLS:   need_cells   = true; break;
1087                                 case RESOURCE_PLASMA:  need_plasma  = true; break;
1088                                 case RESOURCE_FUEL:    need_fuel    = true; break;
1089                         }
1090                 });
1091                 rating = item.bot_pickupbasevalue;
1092         }
1093
1094         float noammorating = 0.5;
1095
1096         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1097                 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1098
1099         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1100                 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1101
1102         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1103                 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1104
1105         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1106                 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1107
1108         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1109                 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1110
1111         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1112                 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1113
1114         rating *= min(c, 2);
1115         if(wpn)
1116                 rating += wpn.bot_pickupbasevalue * 0.1;
1117         return rating;
1118 }
1119
1120 .int item_group;
1121 .int item_group_count;
1122 float healtharmor_pickupevalfunc(entity player, entity item)
1123 {
1124         float c = 0;
1125         float rating = item.bot_pickupbasevalue;
1126
1127         float itemarmor = item.armorvalue;
1128         float itemhealth = item.health;
1129
1130         if(item.item_group)
1131         {
1132                 itemarmor *= min(4, item.item_group_count);
1133                 itemhealth *= min(4, item.item_group_count);
1134         }
1135
1136         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1137                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1138
1139         if (itemhealth && (player.health < item.max_health))
1140                 c = itemhealth / max(1, player.health);
1141
1142         rating *= min(2, c);
1143         return rating;
1144 }
1145
1146 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1147 {
1148         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1149                 RemoveItem(this);
1150 }
1151
1152 void item_use(entity this, entity actor, entity trigger)
1153 {
1154         // use the touch function to handle collection
1155         gettouch(this)(this, actor);
1156 }
1157
1158 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1159 {
1160         string itemname = def.m_name;
1161         Model itemmodel = def.m_model;
1162     Sound pickupsound = def.m_sound;
1163         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1164         float pickupbasevalue = def.m_botvalue;
1165         int itemflags = def.m_itemflags;
1166
1167         startitem_failed = false;
1168
1169         this.item_model_ent = itemmodel;
1170     this.item_pickupsound_ent = pickupsound;
1171
1172     if(def.m_iteminit)
1173         def.m_iteminit(this);
1174
1175         if(!this.respawntime) // both need to be set
1176         {
1177                 this.respawntime = defaultrespawntime;
1178                 this.respawntimejitter = defaultrespawntimejitter;
1179         }
1180
1181         if(!this.pickup_anyway && def.m_pickupanyway)
1182                 this.pickup_anyway = def.m_pickupanyway();
1183
1184         int itemid = def.m_itemid;
1185         this.items = itemid;
1186         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1187         this.weapon = weaponid;
1188
1189         if(!this.fade_end)
1190         {
1191                 this.fade_start = autocvar_g_items_mindist;
1192                 this.fade_end = autocvar_g_items_maxdist;
1193         }
1194
1195         if(weaponid)
1196                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1197
1198         this.flags = FL_ITEM | itemflags;
1199         IL_PUSH(g_items, this);
1200
1201         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1202         {
1203                 startitem_failed = true;
1204                 delete(this);
1205                 return;
1206         }
1207
1208         if (Item_IsLoot(this))
1209         {
1210                 this.reset = SUB_Remove;
1211                 set_movetype(this, MOVETYPE_TOSS);
1212
1213                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1214                 setthink(this, RemoveItem);
1215                 this.nextthink = time + 20;
1216
1217                 this.takedamage = DAMAGE_YES;
1218                 this.event_damage = Item_Damage;
1219
1220                 if (Item_IsExpiring(this))
1221                 {
1222                         // if item is worthless after a timer, have it expire then
1223                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1224                 }
1225
1226                 // don't drop if in a NODROP zone (such as lava)
1227                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1228                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1229                 {
1230                         startitem_failed = true;
1231                         delete(this);
1232                         return;
1233                 }
1234         }
1235         else
1236         {
1237                 if(!have_pickup_item(this))
1238                 {
1239                         startitem_failed = true;
1240                         delete(this);
1241                         return;
1242                 }
1243
1244                 if(this.angles != '0 0 0')
1245                         this.SendFlags |= ISF_ANGLES;
1246
1247                 this.reset = Item_Reset;
1248                 // it's a level item
1249                 if(this.spawnflags & 1)
1250                         this.noalign = 1;
1251                 if (this.noalign > 0)
1252                         set_movetype(this, MOVETYPE_NONE);
1253                 else
1254                         set_movetype(this, MOVETYPE_TOSS);
1255                 // do item filtering according to game mode and other things
1256                 if (this.noalign <= 0)
1257                 {
1258                         // first nudge it off the floor a little bit to avoid math errors
1259                         setorigin(this, this.origin + '0 0 1');
1260                         // set item size before we spawn a spawnfunc_waypoint
1261                         setsize(this, def.m_mins, def.m_maxs);
1262                         this.SendFlags |= ISF_SIZE;
1263                         // note droptofloor returns false if stuck/or would fall too far
1264                         if (!this.noalign)
1265                                 droptofloor(this);
1266                         waypoint_spawnforitem(this);
1267                 }
1268
1269                 /*
1270                  * can't do it that way, as it would break maps
1271                  * TODO make a target_give like entity another way, that perhaps has
1272                  * the weapon name in a key
1273                 if(this.targetname)
1274                 {
1275                         // target_give not yet supported; maybe later
1276                         print("removed targeted ", this.classname, "\n");
1277                         startitem_failed = true;
1278                         delete(this);
1279                         return;
1280                 }
1281                 */
1282
1283                 if(this.targetname != "" && (this.spawnflags & 16))
1284                         this.use = item_use;
1285
1286                 if(autocvar_spawn_debug >= 2)
1287                 {
1288             // why not flags & fl_item?
1289                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1290                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1291                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1292                 error("Mapper sucks.");
1293             });
1294                         this.is_item = true;
1295                 }
1296
1297                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1298
1299                 precache_model(this.model);
1300                 precache_sound(this.item_pickupsound);
1301
1302                 if (   def.instanceOfPowerup
1303                         || def.instanceOfWeaponPickup
1304                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1305                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1306                         || (itemid & (IT_KEY1 | IT_KEY2))
1307                 ) this.target = "###item###"; // for finding the nearest item using find()
1308
1309                 Item_ItemsTime_SetTime(this, 0);
1310         }
1311
1312         this.bot_pickup = true;
1313         this.bot_pickupevalfunc = pickupevalfunc;
1314         this.bot_pickupbasevalue = pickupbasevalue;
1315         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1316         this.netname = itemname;
1317         settouch(this, Item_Touch);
1318         setmodel(this, MDL_Null); // precision set below
1319         //this.effects |= EF_LOWPRECISION;
1320
1321         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1322
1323         this.SendFlags |= ISF_SIZE;
1324
1325         if (!(this.spawnflags & 1024)) {
1326                 if(def.instanceOfPowerup)
1327                         this.ItemStatus |= ITS_ANIMATE1;
1328
1329                 if(this.armorvalue || this.health)
1330                         this.ItemStatus |= ITS_ANIMATE2;
1331         }
1332
1333         if(def.instanceOfWeaponPickup)
1334         {
1335                 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1336                         this.colormap = 1024; // color shirt=0 pants=0 grey
1337                 else
1338                         this.gravity = 1;
1339                 if (!(this.spawnflags & 1024))
1340                         this.ItemStatus |= ITS_ANIMATE1;
1341                 this.SendFlags |= ISF_COLORMAP;
1342         }
1343
1344         this.state = 0;
1345         if(this.team) // broken, no idea why.
1346         {
1347                 if(!this.cnt)
1348                         this.cnt = 1; // item probability weight
1349
1350                 this.effects |= EF_NODRAW; // marker for item team search
1351                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1352         }
1353         else
1354                 Item_Reset(this);
1355
1356         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1357
1358         // call this hook after everything else has been done
1359         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1360         {
1361                 startitem_failed = true;
1362                 delete(this);
1363                 return;
1364         }
1365
1366         setItemGroup(this);
1367 }
1368
1369 void StartItem(entity this, GameItem def)
1370 {
1371     def = def.m_spawnfunc_hookreplace(def, this);
1372     if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1373     {
1374         delete(this);
1375         return;
1376     }
1377     this.classname = def.m_canonical_spawnfunc;
1378     _StartItem(
1379         this,
1380         this.itemdef = def,
1381         def.m_respawntime(), // defaultrespawntime
1382         def.m_respawntimejitter() // defaultrespawntimejitter
1383         );
1384 }
1385
1386 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1387 int group_count = 1;
1388
1389 void setItemGroup(entity this)
1390 {
1391         if(!IS_SMALL(this.itemdef))
1392                 return;
1393
1394         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1395         {
1396                 if(!this.item_group)
1397                 {
1398                         if(!it.item_group)
1399                         {
1400                                 it.item_group = group_count;
1401                                 group_count++;
1402                         }
1403                         this.item_group = it.item_group;
1404                 }
1405                 else // spawning item is already part of a item_group X
1406                 {
1407                         if(!it.item_group)
1408                                 it.item_group = this.item_group;
1409                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1410                         {
1411                                 int grY = it.item_group;
1412                                 // move all items of item_group Y to item_group X
1413                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1414                                 {
1415                                         if(it.item_group == grY)
1416                                                 it.item_group = this.item_group;
1417                                 });
1418                         }
1419                 }
1420         });
1421 }
1422
1423 void setItemGroupCount()
1424 {
1425         for (int k = 1; k <= group_count; k++)
1426         {
1427                 int count = 0;
1428                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1429                 if (count)
1430                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1431         }
1432 }
1433
1434 void target_items_use(entity this, entity actor, entity trigger)
1435 {
1436         if(Item_IsLoot(actor))
1437         {
1438                 EXACTTRIGGER_TOUCH(this, trigger);
1439                 delete(actor);
1440                 return;
1441         }
1442
1443         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1444                 return;
1445
1446         if(trigger.solid == SOLID_TRIGGER)
1447         {
1448                 EXACTTRIGGER_TOUCH(this, trigger);
1449         }
1450
1451         IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1452         {
1453                 delete(it);
1454         });
1455
1456         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1457                 centerprint(actor, this.message);
1458 }
1459
1460 spawnfunc(target_items)
1461 {
1462         int n;
1463         string s;
1464
1465         this.use = target_items_use;
1466         if(!this.strength_finished)
1467                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1468         if(!this.invincible_finished)
1469                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1470         if(!this.superweapons_finished)
1471                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1472
1473         n = tokenize_console(this.netname);
1474         if(argv(0) == "give")
1475         {
1476                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1477         }
1478         else
1479         {
1480                 for(int j = 0; j < n; ++j)
1481                 {
1482                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1483                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1484                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1485                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1486                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1487                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1488                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1489                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1490                         else
1491                         {
1492                                 FOREACH(Buffs, it != BUFF_Null,
1493                                 {
1494                                         s = Buff_UndeprecateName(argv(j));
1495                                         if(s == it.m_name)
1496                                         {
1497                                                 this.buffs |= (it.m_itemid);
1498                                                 break;
1499                                         }
1500                                 });
1501                                 FOREACH(Weapons, it != WEP_Null, {
1502                                         s = W_UndeprecateName(argv(j));
1503                                         if(s == it.netname)
1504                                         {
1505                                                 this.weapons |= (it.m_wepset);
1506                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1507                                                         it.wr_init(it);
1508                                                 break;
1509                                         }
1510                                 });
1511                         }
1512                 }
1513
1514                 string itemprefix, valueprefix;
1515                 if(this.spawnflags == 0)
1516                 {
1517                         itemprefix = "";
1518                         valueprefix = "";
1519                 }
1520                 else if(this.spawnflags == 1)
1521                 {
1522                         itemprefix = "max ";
1523                         valueprefix = "max ";
1524                 }
1525                 else if(this.spawnflags == 2)
1526                 {
1527                         itemprefix = "min ";
1528                         valueprefix = "min ";
1529                 }
1530                 else if(this.spawnflags == 4)
1531                 {
1532                         itemprefix = "minus ";
1533                         valueprefix = "max ";
1534                 }
1535                 else
1536                 {
1537                         error("invalid spawnflags");
1538                         itemprefix = valueprefix = string_null;
1539                 }
1540
1541                 this.netname = "";
1542                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1543                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1544                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1545                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1546                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1547                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1548                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1549                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1550                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1551                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1552                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1553                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1554                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1555                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1556                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1557                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1558                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1559         }
1560         this.netname = strzone(this.netname);
1561         //print(this.netname, "\n");
1562
1563         n = tokenize_console(this.netname);
1564         for(int j = 0; j < n; ++j)
1565         {
1566                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1567             it.wr_init(it);
1568             break;
1569                 });
1570         }
1571 }
1572
1573 float GiveWeapon(entity e, float wpn, float op, float val)
1574 {
1575         WepSet v0, v1;
1576         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1577         v0 = (e.weapons & s);
1578         switch(op)
1579         {
1580                 case OP_SET:
1581                         if(val > 0)
1582                                 e.weapons |= s;
1583                         else
1584                                 e.weapons &= ~s;
1585                         break;
1586                 case OP_MIN:
1587                 case OP_PLUS:
1588                         if(val > 0)
1589                                 e.weapons |= s;
1590                         break;
1591                 case OP_MAX:
1592                         if(val <= 0)
1593                                 e.weapons &= ~s;
1594                         break;
1595                 case OP_MINUS:
1596                         if(val > 0)
1597                                 e.weapons &= ~s;
1598                         break;
1599         }
1600         v1 = (e.weapons & s);
1601         return (v0 != v1);
1602 }
1603
1604 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1605 {
1606         bool had_buff = (e.buffs & thebuff.m_itemid);
1607         switch(op)
1608         {
1609                 case OP_SET:
1610                         if(val > 0)
1611                                 e.buffs |= thebuff.m_itemid;
1612                         else
1613                                 e.buffs &= ~thebuff.m_itemid;
1614                         break;
1615                 case OP_MIN:
1616                 case OP_PLUS:
1617                         if(val > 0)
1618                                 e.buffs |= thebuff.m_itemid;
1619                         break;
1620                 case OP_MAX:
1621                         if(val <= 0)
1622                                 e.buffs &= ~thebuff.m_itemid;
1623                         break;
1624                 case OP_MINUS:
1625                         if(val > 0)
1626                                 e.buffs &= ~thebuff.m_itemid;
1627                         break;
1628         }
1629         bool have_buff = (e.buffs & thebuff.m_itemid);
1630         return (had_buff != have_buff);
1631 }
1632
1633 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1634 {
1635         if(v1 == v0)
1636                 return;
1637         if(v1 <= v0 - t)
1638         {
1639                 if(snd_decr != NULL)
1640                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1641         }
1642         else if(v0 >= v0 + t)
1643         {
1644                 if(snd_incr != NULL)
1645                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1646         }
1647 }
1648
1649 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1650 {
1651         if(v0 < v1)
1652                 e.(rotfield) = max(e.(rotfield), time + rottime);
1653         else if(v0 > v1)
1654                 e.(regenfield) = max(e.(regenfield), time + regentime);
1655 }
1656 float GiveItems(entity e, float beginarg, float endarg)
1657 {
1658         float got, i, val, op;
1659         string cmd;
1660
1661         val = 999;
1662         op = OP_SET;
1663
1664         got = 0;
1665
1666         int _switchweapon = 0;
1667
1668         if(CS(e).autoswitch)
1669         {
1670                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1671                 {
1672                         .entity weaponentity = weaponentities[slot];
1673                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1674                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1675                                 _switchweapon |= BIT(slot);
1676                 }
1677         }
1678
1679         e.strength_finished = max(0, e.strength_finished - time);
1680         e.invincible_finished = max(0, e.invincible_finished - time);
1681         e.superweapons_finished = max(0, e.superweapons_finished - time);
1682
1683         PREGIVE(e, items);
1684         PREGIVE_WEAPONS(e);
1685         PREGIVE(e, strength_finished);
1686         PREGIVE(e, invincible_finished);
1687         PREGIVE(e, superweapons_finished);
1688         PREGIVE(e, ammo_nails);
1689         PREGIVE(e, ammo_cells);
1690         PREGIVE(e, ammo_plasma);
1691         PREGIVE(e, ammo_shells);
1692         PREGIVE(e, ammo_rockets);
1693         PREGIVE(e, ammo_fuel);
1694         PREGIVE(e, armorvalue);
1695         PREGIVE(e, health);
1696
1697         for(i = beginarg; i < endarg; ++i)
1698         {
1699                 cmd = argv(i);
1700
1701                 if(cmd == "0" || stof(cmd))
1702                 {
1703                         val = stof(cmd);
1704                         continue;
1705                 }
1706                 switch(cmd)
1707                 {
1708                         case "no":
1709                                 op = OP_MAX;
1710                                 val = 0;
1711                                 continue;
1712                         case "max":
1713                                 op = OP_MAX;
1714                                 continue;
1715                         case "min":
1716                                 op = OP_MIN;
1717                                 continue;
1718                         case "plus":
1719                                 op = OP_PLUS;
1720                                 continue;
1721                         case "minus":
1722                                 op = OP_MINUS;
1723                                 continue;
1724                         case "ALL":
1725                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1726                                 got += GiveValue(e, strength_finished, op, val);
1727                                 got += GiveValue(e, invincible_finished, op, val);
1728                                 got += GiveValue(e, superweapons_finished, op, val);
1729                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1730                         case "all":
1731                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1732                                 got += GiveValue(e, health, op, val);
1733                                 got += GiveValue(e, armorvalue, op, val);
1734                         case "allweapons":
1735                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1736                         //case "allbuffs": // all buffs makes a player god, do not want!
1737                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1738                         case "allammo":
1739                                 got += GiveValue(e, ammo_cells, op, val);
1740                                 got += GiveValue(e, ammo_plasma, op, val);
1741                                 got += GiveValue(e, ammo_shells, op, val);
1742                                 got += GiveValue(e, ammo_nails, op, val);
1743                                 got += GiveValue(e, ammo_rockets, op, val);
1744                                 got += GiveValue(e, ammo_fuel, op, val);
1745                                 break;
1746                         case "unlimited_ammo":
1747                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1748                                 break;
1749                         case "unlimited_weapon_ammo":
1750                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1751                                 break;
1752                         case "unlimited_superweapons":
1753                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1754                                 break;
1755                         case "jetpack":
1756                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1757                                 break;
1758                         case "fuel_regen":
1759                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1760                                 break;
1761                         case "strength":
1762                                 got += GiveValue(e, strength_finished, op, val);
1763                                 break;
1764                         case "invincible":
1765                                 got += GiveValue(e, invincible_finished, op, val);
1766                                 break;
1767                         case "superweapons":
1768                                 got += GiveValue(e, superweapons_finished, op, val);
1769                                 break;
1770                         case "cells":
1771                                 got += GiveValue(e, ammo_cells, op, val);
1772                                 break;
1773                         case "plasma":
1774                                 got += GiveValue(e, ammo_plasma, op, val);
1775                                 break;
1776                         case "shells":
1777                                 got += GiveValue(e, ammo_shells, op, val);
1778                                 break;
1779                         case "nails":
1780                         case "bullets":
1781                                 got += GiveValue(e, ammo_nails, op, val);
1782                                 break;
1783                         case "rockets":
1784                                 got += GiveValue(e, ammo_rockets, op, val);
1785                                 break;
1786                         case "health":
1787                                 got += GiveValue(e, health, op, val);
1788                                 break;
1789                         case "armor":
1790                                 got += GiveValue(e, armorvalue, op, val);
1791                                 break;
1792                         case "fuel":
1793                                 got += GiveValue(e, ammo_fuel, op, val);
1794                                 break;
1795                         default:
1796                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1797                                 {
1798                                         got += GiveBuff(e, it, op, val);
1799                                         break;
1800                                 });
1801                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1802                     got += GiveWeapon(e, it.m_id, op, val);
1803                     break;
1804                                 });
1805                                 break;
1806                 }
1807                 val = 999;
1808                 op = OP_SET;
1809         }
1810
1811         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1812         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1813         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1814         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1815         FOREACH(Weapons, it != WEP_Null, {
1816                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1817                 if(!(save_weapons & (it.m_wepset)))
1818                         if(e.weapons & (it.m_wepset))
1819                                 it.wr_init(it);
1820         });
1821         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1822         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1823         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1824         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1825         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1826         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1827         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1828         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1829         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);
1830         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);
1831         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);
1832
1833         if(e.superweapons_finished <= 0)
1834                 if(e.weapons & WEPSET_SUPERWEAPONS)
1835                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1836
1837         if(e.strength_finished <= 0)
1838                 e.strength_finished = 0;
1839         else
1840                 e.strength_finished += time;
1841         if(e.invincible_finished <= 0)
1842                 e.invincible_finished = 0;
1843         else
1844                 e.invincible_finished += time;
1845         if(e.superweapons_finished <= 0)
1846                 e.superweapons_finished = 0;
1847         else
1848                 e.superweapons_finished += time;
1849
1850         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1851         {
1852                 .entity weaponentity = weaponentities[slot];
1853                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1854                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1855                         _switchweapon |= BIT(slot);
1856         }
1857
1858         if(_switchweapon)
1859         {
1860                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1861                 {
1862                         .entity weaponentity = weaponentities[slot];
1863                         if(_switchweapon & BIT(slot))
1864                         {
1865                                 Weapon wep = w_getbestweapon(e, weaponentity);
1866                                 if(wep != e.(weaponentity).m_switchweapon)
1867                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1868                         }
1869                 }
1870         }
1871
1872         return got;
1873 }
1874 #endif