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