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Merge branch 'martin-t/defaults' into martin-t/okc
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
1 #include "t_items.qh"
2
3 #include "items/_mod.qh"
4
5 #if defined(SVQC)
6
7     #include "../server/bot/api.qh"
8
9     #include <server/mutators/_mod.qh>
10
11     #include "../server/weapons/common.qh"
12     #include "../server/weapons/selection.qh"
13     #include "../server/weapons/weaponsystem.qh"
14
15     #include "constants.qh"
16     #include <common/deathtypes/all.qh>
17     #include <common/notifications/all.qh>
18         #include "triggers/subs.qh"
19     #include "util.qh"
20
21     #include <common/monsters/_mod.qh>
22
23     #include <common/weapons/_all.qh>
24
25     #include <common/mutators/mutator/buffs/buffs.qh>
26
27     #include "../lib/warpzone/util_server.qh"
28 #elif defined(CSQC)
29         #include "physics/movetypes/movetypes.qh"
30         #include <common/weapons/_all.qh>
31         #include "../lib/csqcmodel/cl_model.qh"
32         #include "../lib/csqcmodel/common.qh"
33 #endif
34
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
36
37 #ifdef CSQC
38 bool autocvar_cl_ghost_items_vehicle = true;
39 .vector item_glowmod;
40 void Item_SetAlpha(entity this)
41 {
42         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
43
44         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
45         {
46                 this.alpha = 1;
47                 this.colormod = '1 1 1';
48                 this.glowmod = this.item_glowmod;
49         }
50         else
51         {
52                 if (autocvar_cl_ghost_items_color)
53                 {
54                         this.alpha = autocvar_cl_ghost_items;
55                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
56                 }
57                 else
58                         this.alpha = -1;
59         }
60
61         if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
62         {
63                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
64                 this.alpha = autocvar_cl_weapon_stay_alpha;
65         }
66
67         this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
68 }
69
70 void ItemDraw(entity this)
71 {
72     if(this.gravity)
73     {
74         Movetype_Physics_MatchServer(this, false);
75         if(IS_ONGROUND(this))
76         { // For some reason avelocity gets set to '0 0 0' here ...
77             this.oldorigin = this.origin;
78             this.gravity = 0;
79
80             if(autocvar_cl_animate_items)
81             { // ... so reset it if animations are requested.
82                 if(this.ItemStatus & ITS_ANIMATE1)
83                     this.avelocity = '0 180 0';
84
85                 if(this.ItemStatus & ITS_ANIMATE2)
86                     this.avelocity = '0 -90 0';
87             }
88
89             // delay is for blocking item's position for a while;
90             // it's a workaround for dropped weapons that receive the position
91             // another time right after they spawn overriding animation position
92             this.onground_time = time + 0.5;
93         }
94     }
95     else if (autocvar_cl_animate_items)
96     {
97         if(this.ItemStatus & ITS_ANIMATE1)
98         {
99             this.angles += this.avelocity * frametime;
100             float fade_in = bound(0, time - this.onground_time, 1);
101             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
102         }
103
104         if(this.ItemStatus & ITS_ANIMATE2)
105         {
106             this.angles += this.avelocity * frametime;
107             float fade_in = bound(0, time - this.onground_time, 1);
108             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
109         }
110     }
111
112     Item_SetAlpha(this);
113 }
114
115 void ItemDrawSimple(entity this)
116 {
117     if(this.gravity)
118     {
119         Movetype_Physics_MatchServer(this, false);
120
121         if(IS_ONGROUND(this))
122             this.gravity = 0;
123     }
124
125     Item_SetAlpha(this);
126 }
127
128 void Item_PreDraw(entity this)
129 {
130         if(warpzone_warpzones_exist)
131         {
132                 setpredraw(this, func_null); // no need to keep running this
133                 return;
134         }
135         float alph;
136         vector org = getpropertyvec(VF_ORIGIN);
137         //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
138                 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
139         if(this.fade_start)
140         {
141                 if(vdist(org - this.origin, >, this.fade_end))
142                         alph = 0; // save on some processing
143                 else if(vdist(org - this.origin, <, this.fade_start))
144                         alph = 1; // more processing saved
145                 else
146                         alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
147         }
148         else
149                 alph = 1;
150         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
151         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
152                 this.alpha = alph;
153         if(alph <= 0)
154                 this.drawmask = 0;
155         //else
156                 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
157 }
158
159 void ItemRemove(entity this)
160 {
161         if(this.mdl)
162                 strunzone(this.mdl);
163 }
164
165 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
166 {
167     int sf = ReadByte();
168
169     if(sf & ISF_LOCATION)
170     {
171         this.origin_x = ReadCoord();
172         this.origin_y = ReadCoord();
173         this.origin_z = ReadCoord();
174         setorigin(this, this.origin);
175         this.oldorigin = this.origin;
176     }
177
178     if(sf & ISF_ANGLES)
179     {
180         this.angles_x = ReadAngle();
181         this.angles_y = ReadAngle();
182         this.angles_z = ReadAngle();
183     }
184
185     if(sf & ISF_SIZE)
186     {
187         float use_bigsize = ReadByte();
188         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
189     }
190
191     if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
192     {
193         this.ItemStatus = ReadByte();
194
195         Item_SetAlpha(this);
196
197         if(autocvar_cl_fullbright_items)
198             if(this.ItemStatus & ITS_ALLOWFB)
199                 this.effects |= EF_FULLBRIGHT;
200
201         if(this.ItemStatus & ITS_GLOW)
202         {
203             if(this.ItemStatus & ITS_AVAILABLE)
204                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
205             else
206                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
207         }
208     }
209
210     if(sf & ISF_MODEL)
211     {
212         this.drawmask  = MASK_NORMAL;
213                 set_movetype(this, MOVETYPE_TOSS);
214                 if (isnew) IL_PUSH(g_drawables, this);
215         this.draw       = ItemDraw;
216         this.solid = SOLID_TRIGGER;
217         //this.flags |= FL_ITEM;
218
219         bool use_bigsize = ReadByte();
220
221         this.fade_end = ReadShort();
222         this.fade_start = ReadShort();
223         if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
224                 setpredraw(this, Item_PreDraw);
225
226         if(this.mdl)
227             strunzone(this.mdl);
228
229         this.mdl = "";
230         string _fn = ReadString();
231
232         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
233         {
234             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
235             this.draw = ItemDrawSimple;
236
237             if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
238                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
239             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
240                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
241             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
242                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
243             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
244                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
245             else
246             {
247                 this.draw = ItemDraw;
248                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
249             }
250         }
251
252         if(this.draw != ItemDrawSimple)
253             this.mdl = strzone(_fn);
254
255
256         if(this.mdl == "")
257             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
258
259         precache_model(this.mdl);
260         _setmodel(this, this.mdl);
261
262         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
263     }
264
265     if(sf & ISF_COLORMAP)
266     {
267         this.colormap = ReadShort();
268         this.item_glowmod_x = ReadByte() / 255.0;
269         this.item_glowmod_y = ReadByte() / 255.0;
270         this.item_glowmod_z = ReadByte() / 255.0;
271     }
272
273     if(sf & ISF_DROP)
274     {
275         this.gravity = 1;
276         this.pushable = true;
277         //this.angles = '0 0 0';
278         set_movetype(this, MOVETYPE_TOSS);
279         this.velocity_x = ReadCoord();
280         this.velocity_y = ReadCoord();
281         this.velocity_z = ReadCoord();
282         setorigin(this, this.oldorigin);
283
284         if(!this.move_time)
285         {
286             this.move_time = time;
287             this.spawntime = time;
288         }
289         else
290             this.move_time = max(this.move_time, time);
291     }
292
293     if(autocvar_cl_animate_items)
294     {
295         if(this.ItemStatus & ITS_ANIMATE1)
296             this.avelocity = '0 180 0';
297
298         if(this.ItemStatus & ITS_ANIMATE2)
299             this.avelocity = '0 -90 0';
300     }
301
302     this.entremove = ItemRemove;
303
304     return true;
305 }
306
307 #endif
308
309 #ifdef SVQC
310 bool ItemSend(entity this, entity to, int sf)
311 {
312         if(this.gravity)
313                 sf |= ISF_DROP;
314         else
315                 sf &= ~ISF_DROP;
316
317         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
318         WriteByte(MSG_ENTITY, sf);
319
320         //WriteByte(MSG_ENTITY, this.cnt);
321         if(sf & ISF_LOCATION)
322         {
323                 WriteCoord(MSG_ENTITY, this.origin.x);
324                 WriteCoord(MSG_ENTITY, this.origin.y);
325                 WriteCoord(MSG_ENTITY, this.origin.z);
326         }
327
328         if(sf & ISF_ANGLES)
329         {
330                 WriteAngle(MSG_ENTITY, this.angles_x);
331                 WriteAngle(MSG_ENTITY, this.angles_y);
332                 WriteAngle(MSG_ENTITY, this.angles_z);
333         }
334
335         if(sf & ISF_SIZE)
336         {
337                 Pickup p = this.itemdef;
338                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
339         }
340
341         if(sf & ISF_STATUS)
342                 WriteByte(MSG_ENTITY, this.ItemStatus);
343
344         if(sf & ISF_MODEL)
345         {
346                 Pickup p = this.itemdef;
347                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
348                 WriteShort(MSG_ENTITY, this.fade_end);
349                 WriteShort(MSG_ENTITY, this.fade_start);
350
351                 if(this.mdl == "")
352                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
353
354                 WriteString(MSG_ENTITY, this.mdl);
355         }
356
357
358         if(sf & ISF_COLORMAP)
359         {
360                 WriteShort(MSG_ENTITY, this.colormap);
361                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
362         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
363         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
364         }
365
366         if(sf & ISF_DROP)
367         {
368                 WriteCoord(MSG_ENTITY, this.velocity.x);
369                 WriteCoord(MSG_ENTITY, this.velocity.y);
370                 WriteCoord(MSG_ENTITY, this.velocity.z);
371         }
372
373         return true;
374 }
375
376 void ItemUpdate(entity this)
377 {
378         this.oldorigin = this.origin;
379         this.SendFlags |= ISF_LOCATION;
380 }
381
382 void UpdateItemAfterTeleport(entity this)
383 {
384         if(getSendEntity(this) == ItemSend)
385                 ItemUpdate(this);
386 }
387
388 bool have_pickup_item(entity this)
389 {
390         if(this.itemdef.instanceOfPowerup)
391         {
392                 if(autocvar_g_powerups > 0)
393                         return true;
394                 if(autocvar_g_powerups == 0)
395                         return false;
396         }
397         else
398         {
399                 if(autocvar_g_pickup_items > 0)
400                         return true;
401                 if(autocvar_g_pickup_items == 0)
402                         return false;
403                 if(g_weaponarena)
404                         if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
405                                 return false;
406         }
407         return true;
408 }
409
410 /*
411 float Item_Customize()
412 {
413         if(this.spawnshieldtime)
414                 return true;
415         if(this.weapons & ~other.weapons)
416         {
417                 this.colormod = '0 0 0';
418                 this.glowmod = this.colormod;
419                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
420                 return true;
421         }
422         else
423         {
424                 if(g_ghost_items)
425                 {
426                         this.colormod = stov(autocvar_g_ghost_items_color);
427                         this.glowmod = this.colormod;
428                         this.alpha = g_ghost_items;
429                         return true;
430                 }
431                 else
432                         return false;
433         }
434 }
435 */
436
437 void Item_Show (entity e, float mode)
438 {
439         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
440         e.ItemStatus &= ~ITS_STAYWEP;
441         entity def = e.itemdef;
442         if (mode > 0)
443         {
444                 // make the item look normal, and be touchable
445                 e.model = e.mdl;
446                 e.solid = SOLID_TRIGGER;
447                 e.spawnshieldtime = 1;
448                 e.ItemStatus |= ITS_AVAILABLE;
449         }
450         else if (mode < 0)
451         {
452                 // hide the item completely
453                 e.model = string_null;
454                 e.solid = SOLID_NOT;
455                 e.spawnshieldtime = 1;
456                 e.ItemStatus &= ~ITS_AVAILABLE;
457         }
458         else
459         {
460                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
461                         || e.team // weapon stay isn't supported for teamed weapons
462                         ;
463                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
464                 {
465                         // make the item translucent and not touchable
466                         e.model = e.mdl;
467                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
468                         e.effects |= EF_STARDUST;
469                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
470                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
471                 }
472                 else
473                 {
474                         //setmodel(e, "null");
475                         e.solid = SOLID_NOT;
476                         e.colormod = '0 0 0';
477                         //e.glowmod = e.colormod;
478                         e.spawnshieldtime = 1;
479                         e.ItemStatus &= ~ITS_AVAILABLE;
480                 }
481         }
482
483         if (def.m_glow)
484                 e.ItemStatus |= ITS_GLOW;
485
486         if (autocvar_g_nodepthtestitems)
487                 e.effects |= EF_NODEPTHTEST;
488
489
490         if (autocvar_g_fullbrightitems)
491                 e.ItemStatus |= ITS_ALLOWFB;
492
493         if (autocvar_sv_simple_items)
494                 e.ItemStatus |= ITS_ALLOWSI;
495
496         // relink entity (because solid may have changed)
497         setorigin(e, e.origin);
498         e.SendFlags |= ISF_STATUS;
499 }
500
501 void Item_Think(entity this)
502 {
503         this.nextthink = time;
504         if(this.origin != this.oldorigin)
505                 ItemUpdate(this);
506 }
507
508 bool Item_ItemsTime_SpectatorOnly(GameItem it);
509 bool Item_ItemsTime_Allow(GameItem it);
510 float Item_ItemsTime_UpdateTime(entity e, float t);
511 void Item_ItemsTime_SetTime(entity e, float t);
512 void Item_ItemsTime_SetTimesForAllPlayers();
513
514 void Item_Respawn (entity this)
515 {
516         Item_Show(this, 1);
517         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
518         setorigin(this, this.origin);
519
520     if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
521         {
522                 float t = Item_ItemsTime_UpdateTime(this, 0);
523                 Item_ItemsTime_SetTime(this, t);
524                 Item_ItemsTime_SetTimesForAllPlayers();
525         }
526
527         setthink(this, Item_Think);
528         this.nextthink = time;
529
530         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
531         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
532 }
533
534 void Item_RespawnCountdown (entity this)
535 {
536         if(this.count >= ITEM_RESPAWN_TICKS)
537         {
538                 if(this.waypointsprite_attached)
539                         WaypointSprite_Kill(this.waypointsprite_attached);
540                 Item_Respawn(this);
541         }
542         else
543         {
544                 this.nextthink = time + 1;
545                 this.count += 1;
546                 if(this.count == 1)
547                 {
548                         do {
549                                 {
550                                         entity wi = Weapons_from(this.weapon);
551                                         if (wi != WEP_Null) {
552                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
553                                                 wp.wp_extra = wi.m_id;
554                                                 break;
555                                         }
556                                 }
557                                 {
558                                         entity ii = this.itemdef;
559                                         if (ii != NULL) {
560                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
561                                                 wp.wp_extra = ii.m_id;
562                                                 break;
563                                         }
564                                 }
565                         } while (0);
566                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
567             if(this.waypointsprite_attached)
568             {
569                 GameItem def = this.itemdef;
570                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
571                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
572                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
573             }
574                 }
575
576                 if(this.waypointsprite_attached)
577                 {
578                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
579                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
580                                 {
581                                         msg_entity = it;
582                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
583                                 }
584                         });
585
586                         WaypointSprite_Ping(this.waypointsprite_attached);
587                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
588                 }
589         }
590 }
591
592 void Item_RespawnThink(entity this)
593 {
594         this.nextthink = time;
595         if(this.origin != this.oldorigin)
596                 ItemUpdate(this);
597
598         if(time >= this.wait)
599                 Item_Respawn(this);
600 }
601
602 void Item_ScheduleRespawnIn(entity e, float t)
603 {
604         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
605         if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
606         {
607                 setthink(e, Item_RespawnCountdown);
608                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
609                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
610                 e.count = 0;
611                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
612                 {
613                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
614                         Item_ItemsTime_SetTime(e, t);
615                         Item_ItemsTime_SetTimesForAllPlayers();
616                 }
617         }
618         else
619         {
620                 setthink(e, Item_RespawnThink);
621                 e.nextthink = time;
622                 e.scheduledrespawntime = time + t;
623                 e.wait = time + t;
624
625                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
626                 {
627                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
628                         Item_ItemsTime_SetTime(e, t);
629                         Item_ItemsTime_SetTimesForAllPlayers();
630                 }
631         }
632 }
633
634 AUTOCVAR(g_pickup_respawntime_scaling_a, float, 0.0, "Scale respawn time according to a*rt / (p+b) + c*rt where rt is normal respawn time and p number of players");
635 AUTOCVAR(g_pickup_respawntime_scaling_b, float, 0.0, "Scale respawn time according to a*rt / (p+b) + c*rt where rt is normal respawn time and p number of players");
636 AUTOCVAR(g_pickup_respawntime_scaling_c, float, 1.0, "Scale respawn time according to a*rt / (p+b) + c*rt where rt is normal respawn time and p number of players");
637 void Item_ScheduleRespawn(entity e)
638 {
639         if(e.respawntime > 0)
640         {
641                 Item_Show(e, 0);
642
643                 CheckAllowedTeams(NULL);
644                 GetTeamCounts(NULL);
645                 int players = 0;
646                 if (c1 != -1) players += c1;
647                 if (c2 != -1) players += c2;
648                 if (c3 != -1) players += c3;
649                 if (c4 != -1) players += c4;
650                 float adjusted_respawntime;
651                 if (players >= 2) {
652                         float a = autocvar_g_pickup_respawntime_scaling_a;
653                         float b = autocvar_g_pickup_respawntime_scaling_b;
654                         float c = autocvar_g_pickup_respawntime_scaling_c;
655                         adjusted_respawntime = a * e.respawntime / (players + b) + c * e.respawntime;
656                 } else {
657                         adjusted_respawntime = e.respawntime;
658                 }
659                 //LOG_INFOF("item %s will respawn in %f\n", e.classname, adjusted_respawntime);
660                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
661                 float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter;
662                 Item_ScheduleRespawnIn(e, actual_time);
663         }
664         else // if respawntime is -1, this item does not respawn
665                 Item_Show(e, -1);
666 }
667
668 void Item_ScheduleInitialRespawn(entity e)
669 {
670         Item_Show(e, 0);
671         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
672 }
673
674 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
675 {
676         if (!item.(ammotype))
677                 return false;
678
679         if (item.spawnshieldtime)
680         {
681                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
682                 {
683                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
684                         goto YEAH;
685                 }
686         }
687         else if(g_weapon_stay == 2)
688         {
689                 float mi = min(item.(ammotype), ammomax);
690                 if (player.(ammotype) < mi)
691                 {
692                         player.(ammotype) = mi;
693                         goto YEAH;
694                 }
695         }
696
697         return false;
698
699 LABEL(YEAH)
700         switch(mode)
701         {
702                 case ITEM_MODE_FUEL:
703                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
704                         break;
705                 case ITEM_MODE_HEALTH:
706                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
707                         break;
708                 case ITEM_MODE_ARMOR:
709                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
710                         break;
711                 default:
712                         break;
713         }
714         return true;
715 }
716
717 float Item_GiveTo(entity item, entity player)
718 {
719         float pickedup;
720
721         // if nothing happens to player, just return without taking the item
722         pickedup = false;
723         int _switchweapon = 0;
724         // in case the player has autoswitch enabled do the following:
725         // if the player is using their best weapon before items are given, they
726         // probably want to switch to an even better weapon after items are given
727
728         if(player.autoswitch)
729         {
730                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
731                 {
732                         .entity weaponentity = weaponentities[slot];
733                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
734                         {
735                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
736                                         _switchweapon |= BIT(slot);
737
738                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
739                                         _switchweapon |= BIT(slot);
740                         }
741                 }
742         }
743
744         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
745         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
746         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
747         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
748         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
749         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
750         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
751         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
752
753         if (item.itemdef.instanceOfWeaponPickup)
754         {
755                 WepSet w;
756                 w = item.weapons;
757                 w &= ~player.weapons;
758
759                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
760                 {
761                         pickedup = true;
762                         FOREACH(Weapons, it != WEP_Null, {
763                                 if(w & (it.m_wepset))
764                                 {
765                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
766                                         {
767                                                 .entity weaponentity = weaponentities[slot];
768                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
769                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
770                                         }
771                                         W_GiveWeapon(player, it.m_id);
772                                 }
773                         });
774                 }
775         }
776
777         if (item.itemdef.instanceOfPowerup)
778         {
779                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
780                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
781                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
782                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
783         }
784
785         int its;
786         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
787         {
788                 pickedup = true;
789                 player.items |= its;
790                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
791         }
792
793         if (item.strength_finished)
794         {
795                 pickedup = true;
796                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
797         }
798         if (item.invincible_finished)
799         {
800                 pickedup = true;
801                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
802         }
803         if (item.superweapons_finished)
804         {
805                 pickedup = true;
806                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
807         }
808
809 LABEL(skip)
810
811         // always eat teamed entities
812         if(item.team)
813                 pickedup = true;
814
815         if (!pickedup)
816                 return 0;
817
818         // crude hack to enforce switching weapons
819         if(g_cts && item.itemdef.instanceOfWeaponPickup)
820         {
821                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
822                 {
823                         .entity weaponentity = weaponentities[slot];
824                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
825                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
826                 }
827                 return 1;
828         }
829
830         if(_switchweapon)
831         {
832                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
833                 {
834                         .entity weaponentity = weaponentities[slot];
835                         if(_switchweapon & BIT(slot))
836                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
837                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
838                 }
839         }
840
841         return 1;
842 }
843
844 void Item_Touch(entity this, entity toucher)
845 {
846
847         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
848         if (this.classname == "droppedweapon")
849         {
850                 if (ITEM_TOUCH_NEEDKILL())
851                 {
852                         delete(this);
853                         return;
854                 }
855         }
856
857         if(!(toucher.flags & FL_PICKUPITEMS)
858         || STAT(FROZEN, toucher)
859         || IS_DEAD(toucher)
860         || (this.solid != SOLID_TRIGGER)
861         || (this.owner == toucher)
862         || (time < this.item_spawnshieldtime)
863         ) { return; }
864
865         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
866         {
867                 case MUT_ITEMTOUCH_RETURN: { return; }
868                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
869         }
870
871         toucher = M_ARGV(1, entity);
872
873         if (this.classname == "droppedweapon")
874         {
875                 this.strength_finished = max(0, this.strength_finished - time);
876                 this.invincible_finished = max(0, this.invincible_finished - time);
877                 this.superweapons_finished = max(0, this.superweapons_finished - time);
878         }
879         entity it = this.itemdef;
880         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
881         if (!gave)
882         {
883                 if (this.classname == "droppedweapon")
884                 {
885                         // undo what we did above
886                         this.strength_finished += time;
887                         this.invincible_finished += time;
888                         this.superweapons_finished += time;
889                 }
890                 return;
891         }
892
893 LABEL(pickup)
894
895         toucher.last_pickup = time;
896
897         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
898         _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);
899
900         if (this.classname == "droppedweapon")
901                 delete(this);
902         else if (this.spawnshieldtime)
903         {
904                 entity e;
905                 if(this.team)
906                 {
907                         RandomSelection_Init();
908                         IL_EACH(g_items, it.team == this.team,
909                         {
910                                 if(it.itemdef) // is a registered item
911                                 {
912                                         Item_Show(it, -1);
913                                         RandomSelection_AddEnt(it, it.cnt, 0);
914                                 }
915                         });
916                         e = RandomSelection_chosen_ent;
917                         Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
918                 }
919                 else
920                         e = this;
921                 Item_ScheduleRespawn(e);
922         }
923 }
924
925 void Item_Reset(entity this)
926 {
927         Item_Show(this, !this.state);
928         setorigin(this, this.origin);
929
930         if (this.classname != "droppedweapon")
931         {
932                 setthink(this, Item_Think);
933                 this.nextthink = time;
934
935                 if (this.waypointsprite_attached)
936                         WaypointSprite_Kill(this.waypointsprite_attached);
937
938                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
939                         Item_ScheduleInitialRespawn(this);
940         }
941 }
942
943 void Item_FindTeam(entity this)
944 {
945         entity e;
946
947         if(this.effects & EF_NODRAW)
948         {
949                 // marker for item team search
950                 LOG_TRACE("Initializing item team ", ftos(this.team));
951                 RandomSelection_Init();
952                 IL_EACH(g_items, it.team == this.team,
953                 {
954                         if(it.itemdef) // is a registered item
955                                 RandomSelection_AddEnt(it, it.cnt, 0);
956                 });
957
958                 e = RandomSelection_chosen_ent;
959                 e.state = 0;
960                 Item_Show(e, 1);
961
962                 IL_EACH(g_items, it.team == this.team,
963                 {
964                         if(it.itemdef) // is a registered item
965                         {
966                                 if(it != e)
967                                 {
968                                         // make it non-spawned
969                                         Item_Show(it, -1);
970                                         it.state = 1; // state 1 = initially hidden item, apparently
971                                 }
972                                 it.effects &= ~EF_NODRAW;
973                         }
974                 });
975
976                 Item_Reset(this);
977         }
978 }
979
980 // Savage: used for item garbage-collection
981 void RemoveItem(entity this)
982 {
983         if(wasfreed(this) || !this) { return; }
984         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
985         delete(this);
986 }
987
988 // pickup evaluation functions
989 // these functions decide how desirable an item is to the bots
990
991 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
992
993 float weapon_pickupevalfunc(entity player, entity item)
994 {
995         // See if I have it already
996         if(player.weapons & item.weapons)
997         {
998                 // If I can pick it up
999                 if(!item.spawnshieldtime)
1000                         return 0;
1001                 return ammo_pickupevalfunc(player, item);
1002         }
1003
1004         // reduce weapon value if bot already got a good arsenal
1005         float c = 1;
1006         int weapons_value = 0;
1007         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1008                 weapons_value += it.bot_pickupbasevalue;
1009         });
1010         c -= bound(0, weapons_value / 20000, 1) * 0.5;
1011
1012         return item.bot_pickupbasevalue * c;
1013 }
1014
1015 float ammo_pickupevalfunc(entity player, entity item)
1016 {
1017         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1018         entity wpn = NULL;
1019         float c = 0;
1020         float rating = 0;
1021
1022         // Detect needed ammo
1023         if(item.itemdef.instanceOfWeaponPickup)
1024         {
1025                 entity ammo = NULL;
1026                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
1027                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
1028                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
1029                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1030                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1031                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1032
1033                 if(!ammo)
1034                         return 0;
1035                 wpn = item;
1036                 rating = ammo.m_botvalue;
1037         }
1038         else
1039         {
1040                 FOREACH(Weapons, it != WEP_Null, {
1041                         if(!(player.weapons & (it.m_wepset)))
1042                                 continue;
1043
1044                         switch(it.ammo_field)
1045                         {
1046                                 case ammo_shells:  need_shells  = true; break;
1047                                 case ammo_nails:   need_nails   = true; break;
1048                                 case ammo_rockets: need_rockets = true; break;
1049                                 case ammo_cells:   need_cells   = true; break;
1050                                 case ammo_plasma:  need_plasma  = true; break;
1051                                 case ammo_fuel:    need_fuel    = true; break;
1052                         }
1053                 });
1054                 rating = item.bot_pickupbasevalue;
1055         }
1056
1057         float noammorating = 0.5;
1058
1059         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1060                 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1061
1062         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1063                 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1064
1065         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1066                 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1067
1068         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1069                 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1070
1071         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1072                 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1073
1074         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1075                 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1076
1077         rating *= min(c, 2);
1078         if(wpn)
1079                 rating += wpn.bot_pickupbasevalue * 0.1;
1080         return rating;
1081 }
1082
1083 .int item_group;
1084 .int item_group_count;
1085 float healtharmor_pickupevalfunc(entity player, entity item)
1086 {
1087         float c = 0;
1088         float rating = item.bot_pickupbasevalue;
1089
1090         float itemarmor = item.armorvalue;
1091         float itemhealth = item.health;
1092
1093         if(item.item_group)
1094         {
1095                 itemarmor *= min(4, item.item_group_count);
1096                 itemhealth *= min(4, item.item_group_count);
1097         }
1098
1099         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1100                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1101
1102         if (itemhealth && (player.health < item.max_health))
1103                 c = itemhealth / max(1, player.health);
1104
1105         rating *= min(2, c);
1106         return rating;
1107 }
1108
1109 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1110 {
1111         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1112                 RemoveItem(this);
1113 }
1114
1115 void item_use(entity this, entity actor, entity trigger)
1116 {
1117         // use the touch function to handle collection
1118         gettouch(this)(this, actor);
1119 }
1120
1121 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1122 {
1123         string itemname = def.m_name;
1124         Model itemmodel = def.m_model;
1125     Sound pickupsound = def.m_sound;
1126         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1127         float pickupbasevalue = def.m_botvalue;
1128         int itemflags = def.m_itemflags;
1129
1130         startitem_failed = false;
1131
1132         this.item_model_ent = itemmodel;
1133     this.item_pickupsound_ent = pickupsound;
1134
1135     if(def.m_iteminit)
1136         def.m_iteminit(this);
1137
1138         if(!this.respawntime) // both need to be set
1139         {
1140                 this.respawntime = defaultrespawntime;
1141                 this.respawntimejitter = defaultrespawntimejitter;
1142         }
1143
1144         if(!this.pickup_anyway && def.m_pickupanyway)
1145                 this.pickup_anyway = def.m_pickupanyway();
1146
1147         int itemid = def.m_itemid;
1148         this.items = itemid;
1149         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1150         this.weapon = weaponid;
1151
1152         if(!this.fade_end)
1153         {
1154                 this.fade_start = autocvar_g_items_mindist;
1155                 this.fade_end = autocvar_g_items_maxdist;
1156         }
1157
1158         if(weaponid)
1159                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1160
1161         this.flags = FL_ITEM | itemflags;
1162         IL_PUSH(g_items, this);
1163
1164         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1165         {
1166                 startitem_failed = true;
1167                 delete(this);
1168                 return;
1169         }
1170
1171         // is it a dropped weapon?
1172         if (this.classname == "droppedweapon")
1173         {
1174                 this.reset = SUB_Remove;
1175                 // it's a dropped weapon
1176                 set_movetype(this, MOVETYPE_TOSS);
1177
1178                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1179                 setthink(this, RemoveItem);
1180                 this.nextthink = time + 20;
1181
1182                 this.takedamage = DAMAGE_YES;
1183                 this.event_damage = Item_Damage;
1184
1185                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1186                 {
1187                         // if item is worthless after a timer, have it expire then
1188                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1189                 }
1190
1191                 // don't drop if in a NODROP zone (such as lava)
1192                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1193                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1194                 {
1195                         startitem_failed = true;
1196                         delete(this);
1197                         return;
1198                 }
1199         }
1200         else
1201         {
1202                 if(!have_pickup_item(this))
1203                 {
1204                         startitem_failed = true;
1205                         delete(this);
1206                         return;
1207                 }
1208
1209                 if(this.angles != '0 0 0')
1210                         this.SendFlags |= ISF_ANGLES;
1211
1212                 this.reset = Item_Reset;
1213                 // it's a level item
1214                 if(this.spawnflags & 1)
1215                         this.noalign = 1;
1216                 if (this.noalign > 0)
1217                         set_movetype(this, MOVETYPE_NONE);
1218                 else
1219                         set_movetype(this, MOVETYPE_TOSS);
1220                 // do item filtering according to game mode and other things
1221                 if (this.noalign <= 0)
1222                 {
1223                         // first nudge it off the floor a little bit to avoid math errors
1224                         setorigin(this, this.origin + '0 0 1');
1225                         // set item size before we spawn a spawnfunc_waypoint
1226                         setsize(this, def.m_mins, def.m_maxs);
1227                         this.SendFlags |= ISF_SIZE;
1228                         // note droptofloor returns false if stuck/or would fall too far
1229                         if (!this.noalign)
1230                                 droptofloor(this);
1231                         waypoint_spawnforitem(this);
1232                 }
1233
1234                 /*
1235                  * can't do it that way, as it would break maps
1236                  * TODO make a target_give like entity another way, that perhaps has
1237                  * the weapon name in a key
1238                 if(this.targetname)
1239                 {
1240                         // target_give not yet supported; maybe later
1241                         print("removed targeted ", this.classname, "\n");
1242                         startitem_failed = true;
1243                         delete(this);
1244                         return;
1245                 }
1246                 */
1247
1248                 if(this.targetname != "" && (this.spawnflags & 16))
1249                         this.use = item_use;
1250
1251                 if(autocvar_spawn_debug >= 2)
1252                 {
1253             // why not flags & fl_item?
1254                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1255                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1256                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1257                 error("Mapper sucks.");
1258             });
1259                         this.is_item = true;
1260                 }
1261
1262                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1263
1264                 precache_model(this.model);
1265                 precache_sound(this.item_pickupsound);
1266
1267                 if (   def.instanceOfPowerup
1268                         || def.instanceOfWeaponPickup
1269                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1270                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1271                         || (itemid & (IT_KEY1 | IT_KEY2))
1272                 ) this.target = "###item###"; // for finding the nearest item using find()
1273
1274                 Item_ItemsTime_SetTime(this, 0);
1275         }
1276
1277         this.bot_pickup = true;
1278         this.bot_pickupevalfunc = pickupevalfunc;
1279         this.bot_pickupbasevalue = pickupbasevalue;
1280         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1281         this.netname = itemname;
1282         settouch(this, Item_Touch);
1283         setmodel(this, MDL_Null); // precision set below
1284         //this.effects |= EF_LOWPRECISION;
1285
1286         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1287
1288         this.SendFlags |= ISF_SIZE;
1289
1290         if (!(this.spawnflags & 1024)) {
1291                 if(def.instanceOfPowerup)
1292                         this.ItemStatus |= ITS_ANIMATE1;
1293
1294                 if(this.armorvalue || this.health)
1295                         this.ItemStatus |= ITS_ANIMATE2;
1296         }
1297
1298         if(def.instanceOfWeaponPickup)
1299         {
1300                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1301                         this.colormap = 1024; // color shirt=0 pants=0 grey
1302                 else
1303                         this.gravity = 1;
1304                 if (!(this.spawnflags & 1024))
1305                         this.ItemStatus |= ITS_ANIMATE1;
1306                 this.SendFlags |= ISF_COLORMAP;
1307         }
1308
1309         this.state = 0;
1310         if(this.team) // broken, no idea why.
1311         {
1312                 if(!this.cnt)
1313                         this.cnt = 1; // item probability weight
1314
1315                 this.effects |= EF_NODRAW; // marker for item team search
1316                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1317         }
1318         else
1319                 Item_Reset(this);
1320
1321         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1322
1323         // call this hook after everything else has been done
1324         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1325         {
1326                 startitem_failed = true;
1327                 delete(this);
1328                 return;
1329         }
1330
1331         setItemGroup(this);
1332 }
1333
1334 void StartItem(entity this, GameItem def)
1335 {
1336     _StartItem(
1337         this,
1338         this.itemdef = def,
1339         def.m_respawntime(), // defaultrespawntime
1340         def.m_respawntimejitter() // defaultrespawntimejitter
1341         );
1342 }
1343
1344 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1345 int group_count = 1;
1346
1347 void setItemGroup(entity this)
1348 {
1349         if(!IS_SMALL(this.itemdef))
1350                 return;
1351
1352         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1353         {
1354                 if(!this.item_group)
1355                 {
1356                         if(!it.item_group)
1357                         {
1358                                 it.item_group = group_count;
1359                                 group_count++;
1360                         }
1361                         this.item_group = it.item_group;
1362                 }
1363                 else // spawning item is already part of a item_group X
1364                 {
1365                         if(!it.item_group)
1366                                 it.item_group = this.item_group;
1367                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1368                         {
1369                                 int grY = it.item_group;
1370                                 // move all items of item_group Y to item_group X
1371                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1372                                 {
1373                                         if(it.item_group == grY)
1374                                                 it.item_group = this.item_group;
1375                                 });
1376                         }
1377                 }
1378         });
1379 }
1380
1381 void setItemGroupCount()
1382 {
1383         for (int k = 1; k <= group_count; k++)
1384         {
1385                 int count = 0;
1386                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1387                 if (count)
1388                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1389         }
1390 }
1391
1392 spawnfunc(item_rockets)
1393 {
1394     StartItem(this, ITEM_Rockets);
1395 }
1396
1397 spawnfunc(item_bullets)
1398 {
1399         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1400            (this.classname != "droppedweapon"))
1401         {
1402                 weaponswapping = true;
1403                 spawnfunc_item_shells(this);
1404                 weaponswapping = false;
1405                 return;
1406         }
1407
1408     StartItem(this, ITEM_Bullets);
1409 }
1410
1411 spawnfunc(item_cells)
1412 {
1413         StartItem(this, ITEM_Cells);
1414 }
1415
1416 spawnfunc(item_plasma)
1417 {
1418         StartItem(this, ITEM_Plasma);
1419 }
1420
1421 spawnfunc(item_shells)
1422 {
1423         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1424            (this.classname != "droppedweapon"))
1425         {
1426                 weaponswapping = true;
1427                 spawnfunc_item_bullets(this);
1428                 weaponswapping = false;
1429                 return;
1430         }
1431
1432         StartItem(this, ITEM_Shells);
1433 }
1434
1435 spawnfunc(item_armor_small)
1436 {
1437         StartItem(this, ITEM_ArmorSmall);
1438 }
1439
1440 spawnfunc(item_armor_medium)
1441 {
1442         StartItem(this, ITEM_ArmorMedium);
1443 }
1444
1445 spawnfunc(item_armor_big)
1446 {
1447         StartItem(this, ITEM_ArmorBig);
1448 }
1449
1450 spawnfunc(item_armor_mega)
1451 {
1452         StartItem(this, ITEM_ArmorMega);
1453 }
1454
1455 spawnfunc(item_health_small)
1456 {
1457         StartItem(this, ITEM_HealthSmall);
1458 }
1459
1460 spawnfunc(item_health_medium)
1461 {
1462     StartItem(this, ITEM_HealthMedium);
1463 }
1464
1465 spawnfunc(item_health_big)
1466 {
1467         StartItem(this, ITEM_HealthBig);
1468 }
1469
1470 spawnfunc(item_health_mega)
1471 {
1472     StartItem(this, ITEM_HealthMega);
1473 }
1474
1475 // support old misnamed entities
1476 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1477 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1478 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1479 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1480 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1481 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1482 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1483
1484 spawnfunc(item_strength)
1485 {
1486         StartItem(this, ITEM_Strength);
1487 }
1488
1489 spawnfunc(item_invincible)
1490 {
1491         StartItem(this, ITEM_Shield);
1492 }
1493
1494 // compatibility:
1495 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1496
1497 void target_items_use(entity this, entity actor, entity trigger)
1498 {
1499         if(actor.classname == "droppedweapon")
1500         {
1501                 EXACTTRIGGER_TOUCH(this, trigger);
1502                 delete(actor);
1503                 return;
1504         }
1505
1506         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1507                 return;
1508
1509         if(trigger.solid == SOLID_TRIGGER)
1510         {
1511                 EXACTTRIGGER_TOUCH(this, trigger);
1512         }
1513
1514         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1515         {
1516                 delete(it);
1517         });
1518
1519         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1520                 centerprint(actor, this.message);
1521 }
1522
1523 spawnfunc(target_items)
1524 {
1525         int n;
1526         string s;
1527
1528         this.use = target_items_use;
1529         if(!this.strength_finished)
1530                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1531         if(!this.invincible_finished)
1532                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1533         if(!this.superweapons_finished)
1534                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1535
1536         n = tokenize_console(this.netname);
1537         if(argv(0) == "give")
1538         {
1539                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1540         }
1541         else
1542         {
1543                 for(int j = 0; j < n; ++j)
1544                 {
1545                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1546                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1547                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1548                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1549                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1550                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1551                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1552                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1553                         else
1554                         {
1555                                 FOREACH(Buffs, it != BUFF_Null,
1556                                 {
1557                                         s = Buff_UndeprecateName(argv(j));
1558                                         if(s == it.m_name)
1559                                         {
1560                                                 this.buffs |= (it.m_itemid);
1561                                                 break;
1562                                         }
1563                                 });
1564                                 FOREACH(Weapons, it != WEP_Null, {
1565                                         s = W_UndeprecateName(argv(j));
1566                                         if(s == it.netname)
1567                                         {
1568                                                 this.weapons |= (it.m_wepset);
1569                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1570                                                         it.wr_init(it);
1571                                                 break;
1572                                         }
1573                                 });
1574                         }
1575                 }
1576
1577                 string itemprefix, valueprefix;
1578                 if(this.spawnflags == 0)
1579                 {
1580                         itemprefix = "";
1581                         valueprefix = "";
1582                 }
1583                 else if(this.spawnflags == 1)
1584                 {
1585                         itemprefix = "max ";
1586                         valueprefix = "max ";
1587                 }
1588                 else if(this.spawnflags == 2)
1589                 {
1590                         itemprefix = "min ";
1591                         valueprefix = "min ";
1592                 }
1593                 else if(this.spawnflags == 4)
1594                 {
1595                         itemprefix = "minus ";
1596                         valueprefix = "max ";
1597                 }
1598                 else
1599                 {
1600                         error("invalid spawnflags");
1601                         itemprefix = valueprefix = string_null;
1602                 }
1603
1604                 this.netname = "";
1605                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1606                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1607                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1608                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1609                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1610                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1611                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1612                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1613                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1614                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1615                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1616                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1617                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1618                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1619                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1620                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1621                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1622         }
1623         this.netname = strzone(this.netname);
1624         //print(this.netname, "\n");
1625
1626         n = tokenize_console(this.netname);
1627         for(int j = 0; j < n; ++j)
1628         {
1629                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1630             it.wr_init(it);
1631             break;
1632                 });
1633         }
1634 }
1635
1636 spawnfunc(item_fuel)
1637 {
1638         StartItem(this, ITEM_JetpackFuel);
1639 }
1640
1641 spawnfunc(item_fuel_regen)
1642 {
1643         if(start_items & ITEM_JetpackRegen.m_itemid)
1644         {
1645                 spawnfunc_item_fuel(this);
1646                 return;
1647         }
1648         StartItem(this, ITEM_JetpackRegen);
1649 }
1650
1651 spawnfunc(item_jetpack)
1652 {
1653         if(start_items & ITEM_Jetpack.m_itemid)
1654         {
1655                 spawnfunc_item_fuel(this);
1656                 return;
1657         }
1658         StartItem(this, ITEM_Jetpack);
1659 }
1660
1661 float GiveWeapon(entity e, float wpn, float op, float val)
1662 {
1663         WepSet v0, v1;
1664         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1665         v0 = (e.weapons & s);
1666         switch(op)
1667         {
1668                 case OP_SET:
1669                         if(val > 0)
1670                                 e.weapons |= s;
1671                         else
1672                                 e.weapons &= ~s;
1673                         break;
1674                 case OP_MIN:
1675                 case OP_PLUS:
1676                         if(val > 0)
1677                                 e.weapons |= s;
1678                         break;
1679                 case OP_MAX:
1680                         if(val <= 0)
1681                                 e.weapons &= ~s;
1682                         break;
1683                 case OP_MINUS:
1684                         if(val > 0)
1685                                 e.weapons &= ~s;
1686                         break;
1687         }
1688         v1 = (e.weapons & s);
1689         return (v0 != v1);
1690 }
1691
1692 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1693 {
1694         bool had_buff = (e.buffs & thebuff.m_itemid);
1695         switch(op)
1696         {
1697                 case OP_SET:
1698                         if(val > 0)
1699                                 e.buffs |= thebuff.m_itemid;
1700                         else
1701                                 e.buffs &= ~thebuff.m_itemid;
1702                         break;
1703                 case OP_MIN:
1704                 case OP_PLUS:
1705                         if(val > 0)
1706                                 e.buffs |= thebuff.m_itemid;
1707                         break;
1708                 case OP_MAX:
1709                         if(val <= 0)
1710                                 e.buffs &= ~thebuff.m_itemid;
1711                         break;
1712                 case OP_MINUS:
1713                         if(val > 0)
1714                                 e.buffs &= ~thebuff.m_itemid;
1715                         break;
1716         }
1717         bool have_buff = (e.buffs & thebuff.m_itemid);
1718         return (had_buff != have_buff);
1719 }
1720
1721 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1722 {
1723         if(v1 == v0)
1724                 return;
1725         if(v1 <= v0 - t)
1726         {
1727                 if(snd_decr != NULL)
1728                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1729         }
1730         else if(v0 >= v0 + t)
1731         {
1732                 if(snd_incr != NULL)
1733                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1734         }
1735 }
1736
1737 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1738 {
1739         if(v0 < v1)
1740                 e.(rotfield) = max(e.(rotfield), time + rottime);
1741         else if(v0 > v1)
1742                 e.(regenfield) = max(e.(regenfield), time + regentime);
1743 }
1744 float GiveItems(entity e, float beginarg, float endarg)
1745 {
1746         float got, i, val, op;
1747         string cmd;
1748
1749         val = 999;
1750         op = OP_SET;
1751
1752         got = 0;
1753
1754         int _switchweapon = 0;
1755
1756         if(e.autoswitch)
1757         {
1758                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1759                 {
1760                         .entity weaponentity = weaponentities[slot];
1761                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1762                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1763                                 _switchweapon |= BIT(slot);
1764                 }
1765         }
1766
1767         e.strength_finished = max(0, e.strength_finished - time);
1768         e.invincible_finished = max(0, e.invincible_finished - time);
1769         e.superweapons_finished = max(0, e.superweapons_finished - time);
1770
1771         PREGIVE(e, items);
1772         PREGIVE_WEAPONS(e);
1773         PREGIVE(e, strength_finished);
1774         PREGIVE(e, invincible_finished);
1775         PREGIVE(e, superweapons_finished);
1776         PREGIVE(e, ammo_nails);
1777         PREGIVE(e, ammo_cells);
1778         PREGIVE(e, ammo_plasma);
1779         PREGIVE(e, ammo_shells);
1780         PREGIVE(e, ammo_rockets);
1781         PREGIVE(e, ammo_fuel);
1782         PREGIVE(e, armorvalue);
1783         PREGIVE(e, health);
1784
1785         for(i = beginarg; i < endarg; ++i)
1786         {
1787                 cmd = argv(i);
1788
1789                 if(cmd == "0" || stof(cmd))
1790                 {
1791                         val = stof(cmd);
1792                         continue;
1793                 }
1794                 switch(cmd)
1795                 {
1796                         case "no":
1797                                 op = OP_MAX;
1798                                 val = 0;
1799                                 continue;
1800                         case "max":
1801                                 op = OP_MAX;
1802                                 continue;
1803                         case "min":
1804                                 op = OP_MIN;
1805                                 continue;
1806                         case "plus":
1807                                 op = OP_PLUS;
1808                                 continue;
1809                         case "minus":
1810                                 op = OP_MINUS;
1811                                 continue;
1812                         case "ALL":
1813                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1814                                 got += GiveValue(e, strength_finished, op, val);
1815                                 got += GiveValue(e, invincible_finished, op, val);
1816                                 got += GiveValue(e, superweapons_finished, op, val);
1817                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1818                         case "all":
1819                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1820                                 got += GiveValue(e, health, op, val);
1821                                 got += GiveValue(e, armorvalue, op, val);
1822                         case "allweapons":
1823                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1824                         //case "allbuffs": // all buffs makes a player god, do not want!
1825                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1826                         case "allammo":
1827                                 got += GiveValue(e, ammo_cells, op, val);
1828                                 got += GiveValue(e, ammo_plasma, op, val);
1829                                 got += GiveValue(e, ammo_shells, op, val);
1830                                 got += GiveValue(e, ammo_nails, op, val);
1831                                 got += GiveValue(e, ammo_rockets, op, val);
1832                                 got += GiveValue(e, ammo_fuel, op, val);
1833                                 break;
1834                         case "unlimited_ammo":
1835                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1836                                 break;
1837                         case "unlimited_weapon_ammo":
1838                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1839                                 break;
1840                         case "unlimited_superweapons":
1841                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1842                                 break;
1843                         case "jetpack":
1844                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1845                                 break;
1846                         case "fuel_regen":
1847                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1848                                 break;
1849                         case "strength":
1850                                 got += GiveValue(e, strength_finished, op, val);
1851                                 break;
1852                         case "invincible":
1853                                 got += GiveValue(e, invincible_finished, op, val);
1854                                 break;
1855                         case "superweapons":
1856                                 got += GiveValue(e, superweapons_finished, op, val);
1857                                 break;
1858                         case "cells":
1859                                 got += GiveValue(e, ammo_cells, op, val);
1860                                 break;
1861                         case "plasma":
1862                                 got += GiveValue(e, ammo_plasma, op, val);
1863                                 break;
1864                         case "shells":
1865                                 got += GiveValue(e, ammo_shells, op, val);
1866                                 break;
1867                         case "nails":
1868                         case "bullets":
1869                                 got += GiveValue(e, ammo_nails, op, val);
1870                                 break;
1871                         case "rockets":
1872                                 got += GiveValue(e, ammo_rockets, op, val);
1873                                 break;
1874                         case "health":
1875                                 got += GiveValue(e, health, op, val);
1876                                 break;
1877                         case "armor":
1878                                 got += GiveValue(e, armorvalue, op, val);
1879                                 break;
1880                         case "fuel":
1881                                 got += GiveValue(e, ammo_fuel, op, val);
1882                                 break;
1883                         default:
1884                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1885                                 {
1886                                         got += GiveBuff(e, it, op, val);
1887                                         break;
1888                                 });
1889                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1890                     got += GiveWeapon(e, it.m_id, op, val);
1891                     break;
1892                                 });
1893                                 break;
1894                 }
1895                 val = 999;
1896                 op = OP_SET;
1897         }
1898
1899         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1900         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1901         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1902         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1903         FOREACH(Weapons, it != WEP_Null, {
1904                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1905                 if(!(save_weapons & (it.m_wepset)))
1906                         if(e.weapons & (it.m_wepset))
1907                                 it.wr_init(it);
1908         });
1909         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1910         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1911         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1912         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1913         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1914         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1915         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1916         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1917         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);
1918         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);
1919         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);
1920
1921         if(e.superweapons_finished <= 0)
1922                 if(e.weapons & WEPSET_SUPERWEAPONS)
1923                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1924
1925         if(e.strength_finished <= 0)
1926                 e.strength_finished = 0;
1927         else
1928                 e.strength_finished += time;
1929         if(e.invincible_finished <= 0)
1930                 e.invincible_finished = 0;
1931         else
1932                 e.invincible_finished += time;
1933         if(e.superweapons_finished <= 0)
1934                 e.superweapons_finished = 0;
1935         else
1936                 e.superweapons_finished += time;
1937
1938         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1939         {
1940                 .entity weaponentity = weaponentities[slot];
1941                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1942                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1943                         _switchweapon |= BIT(slot);
1944         }
1945
1946         if(_switchweapon)
1947         {
1948                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1949                 {
1950                         .entity weaponentity = weaponentities[slot];
1951                         if(_switchweapon & BIT(slot))
1952                         {
1953                                 Weapon wep = w_getbestweapon(e, weaponentity);
1954                                 if(wep != e.(weaponentity).m_switchweapon)
1955                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1956                         }
1957                 }
1958         }
1959
1960         return got;
1961 }
1962 #endif