]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blob - qcsrc/common/t_items.qc
Merge branch 'master' into terencehill/min_spec_time
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
1 #include "t_items.qh"
2
3 #include "items/_mod.qh"
4
5 #if defined(SVQC)
6
7     #include "../server/bot/api.qh"
8
9     #include <server/mutators/_mod.qh>
10
11     #include "../server/weapons/common.qh"
12     #include "../server/weapons/selection.qh"
13     #include "../server/weapons/weaponsystem.qh"
14
15     #include "constants.qh"
16     #include <common/deathtypes/all.qh>
17     #include <common/notifications/all.qh>
18         #include "triggers/subs.qh"
19     #include "util.qh"
20
21     #include <common/monsters/_mod.qh>
22
23     #include <common/weapons/_all.qh>
24
25     #include <common/mutators/mutator/buffs/buffs.qh>
26
27     #include "../lib/warpzone/util_server.qh"
28 #elif defined(CSQC)
29         #include "physics/movetypes/movetypes.qh"
30         #include <common/weapons/_all.qh>
31         #include "../lib/csqcmodel/cl_model.qh"
32         #include "../lib/csqcmodel/common.qh"
33 #endif
34
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
36
37 #ifdef CSQC
38 bool autocvar_cl_ghost_items_vehicle = true;
39 .vector item_glowmod;
40 .bool item_simple; // probably not really needed, but better safe than sorry
41 void Item_SetAlpha(entity this)
42 {
43         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
44
45         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
46         {
47                 this.alpha = 1;
48                 this.colormod = '1 1 1';
49                 this.glowmod = this.item_glowmod;
50         }
51         else
52         {
53                 if (autocvar_cl_ghost_items_color)
54                 {
55                         this.alpha = autocvar_cl_ghost_items;
56                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
57                 }
58                 else
59                         this.alpha = -1;
60         }
61
62         if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
63         {
64                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
65                 this.alpha = autocvar_cl_weapon_stay_alpha;
66         }
67
68         this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
69 }
70
71 void ItemDraw(entity this)
72 {
73     if(this.gravity)
74     {
75         Movetype_Physics_MatchServer(this, false);
76         if(IS_ONGROUND(this))
77         { // For some reason avelocity gets set to '0 0 0' here ...
78             this.oldorigin = this.origin;
79             this.gravity = 0;
80
81             if(autocvar_cl_animate_items)
82             { // ... so reset it if animations are requested.
83                 if(this.ItemStatus & ITS_ANIMATE1)
84                     this.avelocity = '0 180 0';
85
86                 if(this.ItemStatus & ITS_ANIMATE2)
87                     this.avelocity = '0 -90 0';
88             }
89
90             // delay is for blocking item's position for a while;
91             // it's a workaround for dropped weapons that receive the position
92             // another time right after they spawn overriding animation position
93             this.onground_time = time + 0.5;
94         }
95     }
96     else if (autocvar_cl_animate_items)
97     {
98         if(this.ItemStatus & ITS_ANIMATE1)
99         {
100                 if(!this.item_simple)
101                 this.angles += this.avelocity * frametime;
102             float fade_in = bound(0, time - this.onground_time, 1);
103             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
104         }
105
106         if(this.ItemStatus & ITS_ANIMATE2)
107         {
108                 if(!this.item_simple)
109                 this.angles += this.avelocity * frametime;
110             float fade_in = bound(0, time - this.onground_time, 1);
111             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
112         }
113     }
114
115     Item_SetAlpha(this);
116 }
117
118 void Item_PreDraw(entity this)
119 {
120         if(warpzone_warpzones_exist)
121         {
122                 setpredraw(this, func_null); // no need to keep running this
123                 return;
124         }
125         float alph;
126         vector org = getpropertyvec(VF_ORIGIN);
127         //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
128                 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
129         if(this.fade_start)
130         {
131                 if(vdist(org - this.origin, >, this.fade_end))
132                         alph = 0; // save on some processing
133                 else if(vdist(org - this.origin, <, this.fade_start))
134                         alph = 1; // more processing saved
135                 else
136                         alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
137         }
138         else
139                 alph = 1;
140         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
141         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
142                 this.alpha = alph;
143         if(alph <= 0)
144                 this.drawmask = 0;
145         //else
146                 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
147 }
148
149 void ItemRemove(entity this)
150 {
151         if(this.mdl)
152                 strunzone(this.mdl);
153 }
154
155 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
156 {
157     int sf = ReadByte();
158
159     if(sf & ISF_LOCATION)
160     {
161         this.origin = ReadVector();
162         setorigin(this, this.origin);
163         this.oldorigin = this.origin;
164     }
165
166     if(sf & ISF_ANGLES)
167     {
168         this.angles_x = ReadAngle();
169         this.angles_y = ReadAngle();
170         this.angles_z = ReadAngle();
171     }
172
173     if(sf & ISF_SIZE)
174     {
175         float use_bigsize = ReadByte();
176         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
177     }
178
179     if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
180     {
181         this.ItemStatus = ReadByte();
182
183         Item_SetAlpha(this);
184
185         if(autocvar_cl_fullbright_items)
186             if(this.ItemStatus & ITS_ALLOWFB)
187                 this.effects |= EF_FULLBRIGHT;
188
189         if(this.ItemStatus & ITS_GLOW)
190         {
191             if(this.ItemStatus & ITS_AVAILABLE)
192                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
193             else
194                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
195         }
196     }
197
198     if(sf & ISF_MODEL)
199     {
200         this.drawmask  = MASK_NORMAL;
201                 set_movetype(this, MOVETYPE_TOSS);
202                 if (isnew) IL_PUSH(g_drawables, this);
203         this.draw       = ItemDraw;
204         this.solid = SOLID_TRIGGER;
205         //this.flags |= FL_ITEM;
206
207         bool use_bigsize = ReadByte();
208
209         this.fade_end = ReadShort();
210         this.fade_start = ReadShort();
211         if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
212                 setpredraw(this, Item_PreDraw);
213
214         if(this.mdl)
215             strunzone(this.mdl);
216
217         this.mdl = "";
218         string _fn = ReadString();
219         this.item_simple = false; // reset it!
220
221         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
222         {
223             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
224             this.item_simple = true;
225
226             if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
227                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
228             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
229                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
230             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
231                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
232             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
233                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
234             else
235             {
236                 this.item_simple = false;
237                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
238             }
239         }
240
241         if(!this.item_simple)
242             this.mdl = strzone(_fn);
243
244
245         if(this.mdl == "")
246             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
247
248         precache_model(this.mdl);
249         _setmodel(this, this.mdl);
250
251         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
252     }
253
254     if(sf & ISF_COLORMAP)
255     {
256         this.colormap = ReadShort();
257         this.item_glowmod_x = ReadByte() / 255.0;
258         this.item_glowmod_y = ReadByte() / 255.0;
259         this.item_glowmod_z = ReadByte() / 255.0;
260     }
261
262     if(sf & ISF_DROP)
263     {
264         this.gravity = 1;
265         this.pushable = true;
266         //this.angles = '0 0 0';
267         set_movetype(this, MOVETYPE_TOSS);
268         this.velocity = ReadVector();
269         setorigin(this, this.oldorigin);
270
271         if(!this.move_time)
272         {
273             this.move_time = time;
274             this.spawntime = time;
275         }
276         else
277             this.move_time = max(this.move_time, time);
278     }
279
280     if(autocvar_cl_animate_items)
281     {
282         if(this.ItemStatus & ITS_ANIMATE1)
283             this.avelocity = '0 180 0';
284
285         if(this.ItemStatus & ITS_ANIMATE2)
286             this.avelocity = '0 -90 0';
287     }
288
289     this.entremove = ItemRemove;
290
291     return true;
292 }
293
294 #endif
295
296 #ifdef SVQC
297 bool ItemSend(entity this, entity to, int sf)
298 {
299         if(this.gravity)
300                 sf |= ISF_DROP;
301         else
302                 sf &= ~ISF_DROP;
303
304         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
305         WriteByte(MSG_ENTITY, sf);
306
307         //WriteByte(MSG_ENTITY, this.cnt);
308         if(sf & ISF_LOCATION)
309         {
310                 WriteVector(MSG_ENTITY, this.origin);
311         }
312
313         if(sf & ISF_ANGLES)
314         {
315                 WriteAngle(MSG_ENTITY, this.angles_x);
316                 WriteAngle(MSG_ENTITY, this.angles_y);
317                 WriteAngle(MSG_ENTITY, this.angles_z);
318         }
319
320         if(sf & ISF_SIZE)
321         {
322                 Pickup p = this.itemdef;
323                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
324         }
325
326         if(sf & ISF_STATUS)
327                 WriteByte(MSG_ENTITY, this.ItemStatus);
328
329         if(sf & ISF_MODEL)
330         {
331                 Pickup p = this.itemdef;
332                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
333                 WriteShort(MSG_ENTITY, this.fade_end);
334                 WriteShort(MSG_ENTITY, this.fade_start);
335
336                 if(this.mdl == "")
337                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
338
339                 WriteString(MSG_ENTITY, this.mdl);
340         }
341
342
343         if(sf & ISF_COLORMAP)
344         {
345                 WriteShort(MSG_ENTITY, this.colormap);
346                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
347         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
348         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
349         }
350
351         if(sf & ISF_DROP)
352         {
353                 WriteVector(MSG_ENTITY, this.velocity);
354         }
355
356         return true;
357 }
358
359 void ItemUpdate(entity this)
360 {
361         this.oldorigin = this.origin;
362         this.SendFlags |= ISF_LOCATION;
363 }
364
365 void UpdateItemAfterTeleport(entity this)
366 {
367         if(getSendEntity(this) == ItemSend)
368                 ItemUpdate(this);
369 }
370
371 bool have_pickup_item(entity this)
372 {
373         if(this.itemdef.instanceOfPowerup)
374         {
375                 if(autocvar_g_powerups > 0)
376                         return true;
377                 if(autocvar_g_powerups == 0)
378                         return false;
379         }
380         else
381         {
382                 if(autocvar_g_pickup_items > 0)
383                         return true;
384                 if(autocvar_g_pickup_items == 0)
385                         return false;
386                 if(g_weaponarena)
387                         if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
388                                 return false;
389         }
390         return true;
391 }
392
393 /*
394 float Item_Customize()
395 {
396         if(this.spawnshieldtime)
397                 return true;
398         if(this.weapons & ~other.weapons)
399         {
400                 this.colormod = '0 0 0';
401                 this.glowmod = this.colormod;
402                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
403                 return true;
404         }
405         else
406         {
407                 if(g_ghost_items)
408                 {
409                         this.colormod = stov(autocvar_g_ghost_items_color);
410                         this.glowmod = this.colormod;
411                         this.alpha = g_ghost_items;
412                         return true;
413                 }
414                 else
415                         return false;
416         }
417 }
418 */
419
420 void Item_Show (entity e, float mode)
421 {
422         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
423         e.ItemStatus &= ~ITS_STAYWEP;
424         entity def = e.itemdef;
425         if (mode > 0)
426         {
427                 // make the item look normal, and be touchable
428                 e.model = e.mdl;
429                 e.solid = SOLID_TRIGGER;
430                 e.spawnshieldtime = 1;
431                 e.ItemStatus |= ITS_AVAILABLE;
432         }
433         else if (mode < 0)
434         {
435                 // hide the item completely
436                 e.model = string_null;
437                 e.solid = SOLID_NOT;
438                 e.spawnshieldtime = 1;
439                 e.ItemStatus &= ~ITS_AVAILABLE;
440         }
441         else
442         {
443                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
444                         || e.team // weapon stay isn't supported for teamed weapons
445                         ;
446                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
447                 {
448                         // make the item translucent and not touchable
449                         e.model = e.mdl;
450                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
451                         e.effects |= EF_STARDUST;
452                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
453                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
454                 }
455                 else
456                 {
457                         //setmodel(e, "null");
458                         e.solid = SOLID_NOT;
459                         e.colormod = '0 0 0';
460                         //e.glowmod = e.colormod;
461                         e.spawnshieldtime = 1;
462                         e.ItemStatus &= ~ITS_AVAILABLE;
463                 }
464         }
465
466         if (def.m_glow)
467                 e.ItemStatus |= ITS_GLOW;
468
469         if (autocvar_g_nodepthtestitems)
470                 e.effects |= EF_NODEPTHTEST;
471
472
473         if (autocvar_g_fullbrightitems)
474                 e.ItemStatus |= ITS_ALLOWFB;
475
476         if (autocvar_sv_simple_items)
477                 e.ItemStatus |= ITS_ALLOWSI;
478
479         // relink entity (because solid may have changed)
480         setorigin(e, e.origin);
481         e.SendFlags |= ISF_STATUS;
482 }
483
484 void Item_Think(entity this)
485 {
486         this.nextthink = time;
487         if(this.origin != this.oldorigin)
488                 ItemUpdate(this);
489 }
490
491 bool Item_ItemsTime_SpectatorOnly(GameItem it);
492 bool Item_ItemsTime_Allow(GameItem it);
493 float Item_ItemsTime_UpdateTime(entity e, float t);
494 void Item_ItemsTime_SetTime(entity e, float t);
495 void Item_ItemsTime_SetTimesForAllPlayers();
496
497 void Item_Respawn (entity this)
498 {
499         Item_Show(this, 1);
500         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
501         setorigin(this, this.origin);
502
503     if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
504         {
505                 float t = Item_ItemsTime_UpdateTime(this, 0);
506                 Item_ItemsTime_SetTime(this, t);
507                 Item_ItemsTime_SetTimesForAllPlayers();
508         }
509
510         setthink(this, Item_Think);
511         this.nextthink = time;
512
513         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
514         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
515 }
516
517 void Item_RespawnCountdown (entity this)
518 {
519         if(this.item_respawncounter >= ITEM_RESPAWN_TICKS)
520         {
521                 if(this.waypointsprite_attached)
522                         WaypointSprite_Kill(this.waypointsprite_attached);
523                 Item_Respawn(this);
524         }
525         else
526         {
527                 this.nextthink = time + 1;
528                 this.item_respawncounter += 1;
529                 if(this.item_respawncounter == 1)
530                 {
531                         do {
532                                 {
533                                         entity wi = Weapons_from(this.weapon);
534                                         if (wi != WEP_Null) {
535                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
536                                                 wp.wp_extra = wi.m_id;
537                                                 break;
538                                         }
539                                 }
540                                 {
541                                         entity ii = this.itemdef;
542                                         if (ii != NULL) {
543                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
544                                                 wp.wp_extra = ii.m_id;
545                                                 break;
546                                         }
547                                 }
548                         } while (0);
549                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
550             if(this.waypointsprite_attached)
551             {
552                 GameItem def = this.itemdef;
553                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
554                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
555                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
556             }
557                 }
558
559                 if(this.waypointsprite_attached)
560                 {
561                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
562                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
563                                 {
564                                         msg_entity = it;
565                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
566                                 }
567                         });
568
569                         WaypointSprite_Ping(this.waypointsprite_attached);
570                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.item_respawncounter);
571                 }
572         }
573 }
574
575 void Item_RespawnThink(entity this)
576 {
577         this.nextthink = time;
578         if(this.origin != this.oldorigin)
579                 ItemUpdate(this);
580
581         if(time >= this.wait)
582                 Item_Respawn(this);
583 }
584
585 void Item_ScheduleRespawnIn(entity e, float t)
586 {
587         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
588         if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
589         {
590                 setthink(e, Item_RespawnCountdown);
591                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
592                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
593                 e.item_respawncounter = 0;
594                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
595                 {
596                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
597                         Item_ItemsTime_SetTime(e, t);
598                         Item_ItemsTime_SetTimesForAllPlayers();
599                 }
600         }
601         else
602         {
603                 setthink(e, Item_RespawnThink);
604                 e.nextthink = time;
605                 e.scheduledrespawntime = time + t;
606                 e.wait = time + t;
607
608                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
609                 {
610                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
611                         Item_ItemsTime_SetTime(e, t);
612                         Item_ItemsTime_SetTimesForAllPlayers();
613                 }
614         }
615 }
616
617 AUTOCVAR(g_pickup_respawntime_scaling_reciprocal, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `reciprocal` (with `offset` and `linear` set to 0) can be used to achieve a constant number of items spawned *per player*");
618 AUTOCVAR(g_pickup_respawntime_scaling_offset, float, 0.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `offset` offsets the curve left or right - the results are not intuitive and I recommend plotting the respawn time and the number of items per player to see what's happening");
619 AUTOCVAR(g_pickup_respawntime_scaling_linear, float, 1.0, "Multiply respawn time by `reciprocal / (p + offset) + linear` where `p` is the current number of players, takes effect with 2 or more players present, `linear` can be used to simply scale the respawn time linearly");
620
621 /// Adjust respawn time according to the number of players.
622 float adjust_respawntime(float normal_respawntime) {
623         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
624         float o = autocvar_g_pickup_respawntime_scaling_offset;
625         float l = autocvar_g_pickup_respawntime_scaling_linear;
626
627         if (r == 0 && l == 1) {
628                 return normal_respawntime;
629         }
630
631         CheckAllowedTeams(NULL);
632         GetTeamCounts(NULL);
633         int players = 0;
634         if (c1 != -1) players += c1;
635         if (c2 != -1) players += c2;
636         if (c3 != -1) players += c3;
637         if (c4 != -1) players += c4;
638
639         if (players >= 2) {
640                 return normal_respawntime * (r / (players + o) + l);
641         } else {
642                 return normal_respawntime;
643         }
644 }
645
646 void Item_ScheduleRespawn(entity e)
647 {
648         if(e.respawntime > 0)
649         {
650                 Item_Show(e, 0);
651
652                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
653                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
654
655                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
656                 float respawn_in = adjusted_respawntime + crandom() * e.respawntimejitter;
657                 Item_ScheduleRespawnIn(e, respawn_in);
658         }
659         else // if respawntime is -1, this item does not respawn
660                 Item_Show(e, -1);
661 }
662
663 AUTOCVAR(g_pickup_respawntime_initial_random, int, 1,
664         "For items that don't start spawned: 0: spawn after their normal respawntime; 1: spawn after `random * respawntime` with the *same* random; 2: same as 1 but each item has separate random");
665
666 void Item_ScheduleInitialRespawn(entity e)
667 {
668         Item_Show(e, 0);
669
670         float spawn_in;
671         if (autocvar_g_pickup_respawntime_initial_random == 0)
672         {
673                 // range: respawntime .. respawntime + respawntimejitter
674                 spawn_in = e.respawntime + random() * e.respawntimejitter;
675         }
676         else
677         {
678                 float rnd;
679                 if (autocvar_g_pickup_respawntime_initial_random == 1)
680                 {
681                         static float shared_random = 0;
682                         // NOTE this code works only if items are scheduled at the same time (normal case)
683                         // NOTE2 random() can't return exactly 1 so this check always work as intended
684                         if (!shared_random || floor(time) > shared_random)
685                                 shared_random = floor(time) + random();
686                         rnd = shared_random - floor(time);
687                 }
688                 else
689                         rnd = random();
690
691                 // range:
692                 // if respawntime >= ITEM_RESPAWN_TICKS: ITEM_RESPAWN_TICKS .. respawntime + respawntimejitter
693                 // else: 0 .. ITEM_RESPAWN_TICKS
694                 // this is to prevent powerups spawning unexpectedly without waypoints
695                 spawn_in = ITEM_RESPAWN_TICKS + rnd * (e.respawntime + e.respawntimejitter - ITEM_RESPAWN_TICKS);
696         }
697
698         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : spawn_in));
699 }
700
701 void GiveRandomWeapons(entity receiver, int num_weapons, string weapon_names,
702         entity ammo_entity)
703 {
704         if (num_weapons == 0)
705         {
706                 return;
707         }
708         int num_potential_weapons = tokenize_console(weapon_names);
709         for (int give_attempt = 0; give_attempt < num_weapons; ++give_attempt)
710         {
711                 RandomSelection_Init();
712                 for (int weapon_index = 0; weapon_index < num_potential_weapons;
713                         ++weapon_index)
714                 {
715                         string weapon = argv(weapon_index);
716                         FOREACH(Weapons, it != WEP_Null,
717                         {
718                                 // Finding a weapon which player doesn't have.
719                                 if (!(receiver.weapons & it.m_wepset) && (it.netname == weapon))
720                                 {
721                                         RandomSelection_AddEnt(it, 1, 1);
722                                         break;
723                                 }
724                         });
725                 }
726                 if (RandomSelection_chosen_ent == NULL)
727                 {
728                         return;
729                 }
730                 receiver.weapons |= RandomSelection_chosen_ent.m_wepset;
731                 if (RandomSelection_chosen_ent.ammo_type == RESOURCE_NONE)
732                 {
733                         continue;
734                 }
735                 if (GetResourceAmount(receiver,
736                         RandomSelection_chosen_ent.ammo_type) != 0)
737                 {
738                         continue;
739                 }
740                 GiveResource(receiver, RandomSelection_chosen_ent.ammo_type,
741                         GetResourceAmount(ammo_entity,
742                         RandomSelection_chosen_ent.ammo_type));
743         }
744 }
745
746 float Item_GiveAmmoTo(entity item, entity player, int resource_type, float ammomax)
747 {
748         float amount = GetResourceAmount(item, resource_type);
749         if (amount == 0)
750         {
751                 return false;
752         }
753         float player_amount = GetResourceAmount(player, resource_type);
754         if (item.spawnshieldtime)
755         {
756                 if ((player_amount >= ammomax) && (item.pickup_anyway <= 0))
757                 {
758                         return false;
759                 }
760                 GiveResourceWithLimit(player, resource_type, amount, ammomax);
761                 return true;
762         }
763         if (g_weapon_stay != 2)
764         {
765                 return false;
766         }
767         GiveResourceWithLimit(player, resource_type, amount, min(amount, ammomax));
768         return true;
769 }
770
771 float Item_GiveTo(entity item, entity player)
772 {
773         float pickedup;
774
775         // if nothing happens to player, just return without taking the item
776         pickedup = false;
777         int _switchweapon = 0;
778         // in case the player has autoswitch enabled do the following:
779         // if the player is using their best weapon before items are given, they
780         // probably want to switch to an even better weapon after items are given
781
782         if(CS(player).autoswitch)
783         {
784                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
785                 {
786                         .entity weaponentity = weaponentities[slot];
787                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
788                         {
789                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
790                                         _switchweapon |= BIT(slot);
791
792                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
793                                         _switchweapon |= BIT(slot);
794                         }
795                 }
796         }
797         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_HEALTH, item.max_health);
798         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ARMOR, item.max_armorvalue);
799         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_SHELLS, g_pickup_shells_max);
800         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_BULLETS, g_pickup_nails_max);
801         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_ROCKETS, g_pickup_rockets_max);
802         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_CELLS, g_pickup_cells_max);
803         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_PLASMA, g_pickup_plasma_max);
804         pickedup |= Item_GiveAmmoTo(item, player, RESOURCE_FUEL, g_pickup_fuel_max);
805         if (item.itemdef.instanceOfWeaponPickup)
806         {
807                 WepSet w;
808                 w = item.weapons;
809                 w &= ~player.weapons;
810
811                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
812                 {
813                         pickedup = true;
814                         FOREACH(Weapons, it != WEP_Null, {
815                                 if(w & (it.m_wepset))
816                                 {
817                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
818                                         {
819                                                 .entity weaponentity = weaponentities[slot];
820                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
821                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
822                                         }
823                                         W_GiveWeapon(player, it.m_id);
824                                 }
825                         });
826                 }
827         }
828
829         if (item.itemdef.instanceOfPowerup)
830         {
831                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
832                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
833                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
834                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
835         }
836
837         int its;
838         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
839         {
840                 pickedup = true;
841                 player.items |= its;
842                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
843         }
844
845         if (item.strength_finished)
846         {
847                 pickedup = true;
848                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
849         }
850         if (item.invincible_finished)
851         {
852                 pickedup = true;
853                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
854         }
855         if (item.superweapons_finished)
856         {
857                 pickedup = true;
858                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
859         }
860
861         // always eat teamed entities
862         if(item.team)
863                 pickedup = true;
864
865         if (!pickedup)
866                 return 0;
867
868         // crude hack to enforce switching weapons
869         if(g_cts && item.itemdef.instanceOfWeaponPickup)
870         {
871                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
872                 {
873                         .entity weaponentity = weaponentities[slot];
874                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
875                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
876                 }
877                 return 1;
878         }
879
880         if(_switchweapon)
881         {
882                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
883                 {
884                         .entity weaponentity = weaponentities[slot];
885                         if(_switchweapon & BIT(slot))
886                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
887                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
888                 }
889         }
890
891         return 1;
892 }
893
894 void Item_Touch(entity this, entity toucher)
895 {
896         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
897         if (Item_IsLoot(this))
898         {
899                 if (ITEM_TOUCH_NEEDKILL())
900                 {
901                         delete(this);
902                         return;
903                 }
904         }
905
906         if(!(toucher.flags & FL_PICKUPITEMS)
907         || STAT(FROZEN, toucher)
908         || IS_DEAD(toucher)
909         || (this.solid != SOLID_TRIGGER)
910         || (this.owner == toucher)
911         || (time < this.item_spawnshieldtime)
912         ) { return; }
913
914         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
915         {
916                 case MUT_ITEMTOUCH_RETURN: { return; }
917                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
918         }
919
920         toucher = M_ARGV(1, entity);
921
922         if (Item_IsExpiring(this))
923         {
924                 this.strength_finished = max(0, this.strength_finished - time);
925                 this.invincible_finished = max(0, this.invincible_finished - time);
926                 this.superweapons_finished = max(0, this.superweapons_finished - time);
927         }
928         bool gave = ITEM_HANDLE(Pickup, this.itemdef, this, toucher);
929         if (!gave)
930         {
931                 if (Item_IsExpiring(this))
932                 {
933                         // undo what we did above
934                         this.strength_finished += time;
935                         this.invincible_finished += time;
936                         this.superweapons_finished += time;
937                 }
938                 return;
939         }
940
941 LABEL(pickup)
942
943         STAT(LAST_PICKUP, toucher) = time;
944
945         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
946         _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);
947
948         MUTATOR_CALLHOOK(ItemTouched, this, toucher);
949         if (wasfreed(this))
950         {
951                 return;
952         }
953
954         if (Item_IsLoot(this))
955         {
956                 delete(this);
957                 return;
958         }
959         if (!this.spawnshieldtime)
960         {
961                 return;
962         }
963         entity e;
964         if (this.team)
965         {
966                 RandomSelection_Init();
967                 IL_EACH(g_items, it.team == this.team,
968                 {
969                         if (it.itemdef) // is a registered item
970                         {
971                                 Item_Show(it, -1);
972                                 it.scheduledrespawntime = 0;
973                                 RandomSelection_AddEnt(it, it.cnt, 0);
974                         }
975                 });
976                 e = RandomSelection_chosen_ent;
977                 Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
978         }
979         else
980                 e = this;
981         Item_ScheduleRespawn(e);
982 }
983
984 void Item_Reset(entity this)
985 {
986         Item_Show(this, !this.state);
987         setorigin(this, this.origin);
988
989         if (Item_IsLoot(this))
990         {
991                 return;
992         }
993         setthink(this, Item_Think);
994         this.nextthink = time;
995         if (this.waypointsprite_attached)
996         {
997                 WaypointSprite_Kill(this.waypointsprite_attached);
998         }
999         if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
1000         {
1001                 Item_ScheduleInitialRespawn(this);
1002         }
1003 }
1004
1005 void Item_FindTeam(entity this)
1006 {
1007         entity e;
1008
1009         if(this.effects & EF_NODRAW)
1010         {
1011                 // marker for item team search
1012                 LOG_TRACE("Initializing item team ", ftos(this.team));
1013                 RandomSelection_Init();
1014                 IL_EACH(g_items, it.team == this.team,
1015                 {
1016                         if(it.itemdef) // is a registered item
1017                                 RandomSelection_AddEnt(it, it.cnt, 0);
1018                 });
1019
1020                 e = RandomSelection_chosen_ent;
1021                 e.state = 0;
1022                 Item_Show(e, 1);
1023
1024                 IL_EACH(g_items, it.team == this.team,
1025                 {
1026                         if(it.itemdef) // is a registered item
1027                         {
1028                                 if(it != e)
1029                                 {
1030                                         // make it non-spawned
1031                                         Item_Show(it, -1);
1032                                         it.state = 1; // state 1 = initially hidden item, apparently
1033                                 }
1034                                 it.effects &= ~EF_NODRAW;
1035                         }
1036                 });
1037
1038                 Item_Reset(this);
1039         }
1040 }
1041
1042 // Savage: used for item garbage-collection
1043 void RemoveItem(entity this)
1044 {
1045         if(wasfreed(this) || !this) { return; }
1046         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1047         delete(this);
1048 }
1049
1050 // pickup evaluation functions
1051 // these functions decide how desirable an item is to the bots
1052
1053 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1054
1055 float weapon_pickupevalfunc(entity player, entity item)
1056 {
1057         // See if I have it already
1058         if(player.weapons & item.weapons)
1059         {
1060                 // If I can pick it up
1061                 if(!item.spawnshieldtime)
1062                         return 0;
1063                 return ammo_pickupevalfunc(player, item);
1064         }
1065
1066         // reduce weapon value if bot already got a good arsenal
1067         float c = 1;
1068         int weapons_value = 0;
1069         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1070                 weapons_value += it.bot_pickupbasevalue;
1071         });
1072         c -= bound(0, weapons_value / 20000, 1) * 0.5;
1073
1074         return item.bot_pickupbasevalue * c;
1075 }
1076
1077 float ammo_pickupevalfunc(entity player, entity item)
1078 {
1079         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1080         entity wpn = NULL;
1081         float c = 0;
1082         float rating = 0;
1083
1084         // Detect needed ammo
1085         if(item.itemdef.instanceOfWeaponPickup)
1086         {
1087                 entity ammo = NULL;
1088                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
1089                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
1090                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
1091                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1092                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1093                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1094
1095                 if(!ammo)
1096                         return 0;
1097                 wpn = item;
1098                 rating = ammo.m_botvalue;
1099         }
1100         else
1101         {
1102                 FOREACH(Weapons, it != WEP_Null, {
1103                         if(!(player.weapons & (it.m_wepset)))
1104                                 continue;
1105
1106                         switch(it.ammo_type)
1107                         {
1108                                 case RESOURCE_SHELLS:  need_shells  = true; break;
1109                                 case RESOURCE_BULLETS: need_nails   = true; break;
1110                                 case RESOURCE_ROCKETS: need_rockets = true; break;
1111                                 case RESOURCE_CELLS:   need_cells   = true; break;
1112                                 case RESOURCE_PLASMA:  need_plasma  = true; break;
1113                                 case RESOURCE_FUEL:    need_fuel    = true; break;
1114                         }
1115                 });
1116                 rating = item.bot_pickupbasevalue;
1117         }
1118
1119         float noammorating = 0.5;
1120
1121         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1122                 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1123
1124         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1125                 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1126
1127         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1128                 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1129
1130         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1131                 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1132
1133         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1134                 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1135
1136         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1137                 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1138
1139         rating *= min(c, 2);
1140         if(wpn)
1141                 rating += wpn.bot_pickupbasevalue * 0.1;
1142         return rating;
1143 }
1144
1145 float healtharmor_pickupevalfunc(entity player, entity item)
1146 {
1147         float c = 0;
1148         float rating = item.bot_pickupbasevalue;
1149
1150         float itemarmor = item.armorvalue;
1151         float itemhealth = item.health;
1152
1153         if(item.item_group)
1154         {
1155                 itemarmor *= min(4, item.item_group_count);
1156                 itemhealth *= min(4, item.item_group_count);
1157         }
1158
1159         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1160                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1161
1162         if (itemhealth && (player.health < item.max_health))
1163                 c = itemhealth / max(1, player.health);
1164
1165         rating *= min(2, c);
1166         return rating;
1167 }
1168
1169 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
1170 {
1171         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1172                 RemoveItem(this);
1173 }
1174
1175 void item_use(entity this, entity actor, entity trigger)
1176 {
1177         // use the touch function to handle collection
1178         gettouch(this)(this, actor);
1179 }
1180
1181 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1182 {
1183         string itemname = def.m_name;
1184         Model itemmodel = def.m_model;
1185     Sound pickupsound = def.m_sound;
1186         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1187         float pickupbasevalue = def.m_botvalue;
1188         int itemflags = def.m_itemflags;
1189
1190         startitem_failed = false;
1191
1192         this.item_model_ent = itemmodel;
1193     this.item_pickupsound_ent = pickupsound;
1194
1195     if(def.m_iteminit)
1196         def.m_iteminit(this);
1197
1198         if(!this.respawntime) // both need to be set
1199         {
1200                 this.respawntime = defaultrespawntime;
1201                 this.respawntimejitter = defaultrespawntimejitter;
1202         }
1203
1204         if(!this.pickup_anyway && def.m_pickupanyway)
1205                 this.pickup_anyway = def.m_pickupanyway();
1206
1207         int itemid = def.m_itemid;
1208         this.items = itemid;
1209         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1210         this.weapon = weaponid;
1211
1212         if(!this.fade_end)
1213         {
1214                 this.fade_start = autocvar_g_items_mindist;
1215                 this.fade_end = autocvar_g_items_maxdist;
1216         }
1217
1218         if(weaponid)
1219                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1220
1221         this.flags = FL_ITEM | itemflags;
1222         IL_PUSH(g_items, this);
1223
1224         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1225         {
1226                 startitem_failed = true;
1227                 delete(this);
1228                 return;
1229         }
1230
1231         if (Item_IsLoot(this))
1232         {
1233                 this.reset = SUB_Remove;
1234                 set_movetype(this, MOVETYPE_TOSS);
1235
1236                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1237                 setthink(this, RemoveItem);
1238                 this.nextthink = time + 20;
1239
1240                 this.takedamage = DAMAGE_YES;
1241                 this.event_damage = Item_Damage;
1242
1243                 if (Item_IsExpiring(this))
1244                 {
1245                         // if item is worthless after a timer, have it expire then
1246                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1247                 }
1248
1249                 // don't drop if in a NODROP zone (such as lava)
1250                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1251                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1252                 {
1253                         startitem_failed = true;
1254                         delete(this);
1255                         return;
1256                 }
1257         }
1258         else
1259         {
1260                 if(!have_pickup_item(this))
1261                 {
1262                         startitem_failed = true;
1263                         delete(this);
1264                         return;
1265                 }
1266
1267                 if(this.angles != '0 0 0')
1268                         this.SendFlags |= ISF_ANGLES;
1269
1270                 this.reset = Item_Reset;
1271                 // it's a level item
1272                 if(this.spawnflags & 1)
1273                         this.noalign = 1;
1274                 if (this.noalign > 0)
1275                         set_movetype(this, MOVETYPE_NONE);
1276                 else
1277                         set_movetype(this, MOVETYPE_TOSS);
1278                 // do item filtering according to game mode and other things
1279                 if (this.noalign <= 0)
1280                 {
1281                         // first nudge it off the floor a little bit to avoid math errors
1282                         setorigin(this, this.origin + '0 0 1');
1283                         // set item size before we spawn a spawnfunc_waypoint
1284                         setsize(this, def.m_mins, def.m_maxs);
1285                         this.SendFlags |= ISF_SIZE;
1286                         // note droptofloor returns false if stuck/or would fall too far
1287                         if (!this.noalign)
1288                                 droptofloor(this);
1289                         waypoint_spawnforitem(this);
1290                 }
1291
1292                 /*
1293                  * can't do it that way, as it would break maps
1294                  * TODO make a target_give like entity another way, that perhaps has
1295                  * the weapon name in a key
1296                 if(this.targetname)
1297                 {
1298                         // target_give not yet supported; maybe later
1299                         print("removed targeted ", this.classname, "\n");
1300                         startitem_failed = true;
1301                         delete(this);
1302                         return;
1303                 }
1304                 */
1305
1306                 if(this.targetname != "" && (this.spawnflags & 16))
1307                         this.use = item_use;
1308
1309                 if(autocvar_spawn_debug >= 2)
1310                 {
1311             // why not flags & fl_item?
1312                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1313                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1314                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1315                 error("Mapper sucks.");
1316             });
1317                         this.is_item = true;
1318                 }
1319
1320                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1321
1322                 precache_model(this.model);
1323                 precache_sound(this.item_pickupsound);
1324
1325                 if (   def.instanceOfPowerup
1326                         || def.instanceOfWeaponPickup
1327                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1328                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1329                         || (itemid & (IT_KEY1 | IT_KEY2))
1330                 ) this.target = "###item###"; // for finding the nearest item using find()
1331
1332                 Item_ItemsTime_SetTime(this, 0);
1333         }
1334
1335         this.bot_pickup = true;
1336         this.bot_pickupevalfunc = pickupevalfunc;
1337         this.bot_pickupbasevalue = pickupbasevalue;
1338         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1339         this.netname = itemname;
1340         settouch(this, Item_Touch);
1341         setmodel(this, MDL_Null); // precision set below
1342         //this.effects |= EF_LOWPRECISION;
1343
1344         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1345
1346         this.SendFlags |= ISF_SIZE;
1347
1348         if (!(this.spawnflags & 1024)) {
1349                 if(def.instanceOfPowerup)
1350                         this.ItemStatus |= ITS_ANIMATE1;
1351
1352                 if(this.armorvalue || this.health)
1353                         this.ItemStatus |= ITS_ANIMATE2;
1354         }
1355
1356         if(def.instanceOfWeaponPickup)
1357         {
1358                 if (!Item_IsLoot(this)) // if dropped, colormap is already set up nicely
1359                         this.colormap = 1024; // color shirt=0 pants=0 grey
1360                 else
1361                         this.gravity = 1;
1362                 if (!(this.spawnflags & 1024))
1363                         this.ItemStatus |= ITS_ANIMATE1;
1364                 this.SendFlags |= ISF_COLORMAP;
1365         }
1366
1367         this.state = 0;
1368         if(this.team) // broken, no idea why.
1369         {
1370                 if(!this.cnt)
1371                         this.cnt = 1; // item probability weight
1372
1373                 this.effects |= EF_NODRAW; // marker for item team search
1374                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1375         }
1376         else
1377                 Item_Reset(this);
1378
1379         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1380
1381         // call this hook after everything else has been done
1382         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1383         {
1384                 startitem_failed = true;
1385                 delete(this);
1386                 return;
1387         }
1388
1389         setItemGroup(this);
1390 }
1391
1392 void StartItem(entity this, GameItem def)
1393 {
1394     def = def.m_spawnfunc_hookreplace(def, this);
1395     if (def.spawnflags & ITEM_FLAG_MUTATORBLOCKED)
1396     {
1397         delete(this);
1398         return;
1399     }
1400     this.classname = def.m_canonical_spawnfunc;
1401     _StartItem(
1402         this,
1403         this.itemdef = def,
1404         def.m_respawntime(), // defaultrespawntime
1405         def.m_respawntimejitter() // defaultrespawntimejitter
1406         );
1407 }
1408
1409 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1410 int group_count = 1;
1411
1412 void setItemGroup(entity this)
1413 {
1414         if(!IS_SMALL(this.itemdef))
1415                 return;
1416
1417         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1418         {
1419                 if(!this.item_group)
1420                 {
1421                         if(!it.item_group)
1422                         {
1423                                 it.item_group = group_count;
1424                                 group_count++;
1425                         }
1426                         this.item_group = it.item_group;
1427                 }
1428                 else // spawning item is already part of a item_group X
1429                 {
1430                         if(!it.item_group)
1431                                 it.item_group = this.item_group;
1432                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1433                         {
1434                                 int grY = it.item_group;
1435                                 // move all items of item_group Y to item_group X
1436                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1437                                 {
1438                                         if(it.item_group == grY)
1439                                                 it.item_group = this.item_group;
1440                                 });
1441                         }
1442                 }
1443         });
1444 }
1445
1446 void setItemGroupCount()
1447 {
1448         for (int k = 1; k <= group_count; k++)
1449         {
1450                 int count = 0;
1451                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1452                 if (count)
1453                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1454         }
1455 }
1456
1457 void target_items_use(entity this, entity actor, entity trigger)
1458 {
1459         if(Item_IsLoot(actor))
1460         {
1461                 EXACTTRIGGER_TOUCH(this, trigger);
1462                 delete(actor);
1463                 return;
1464         }
1465
1466         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1467                 return;
1468
1469         if(trigger.solid == SOLID_TRIGGER)
1470         {
1471                 EXACTTRIGGER_TOUCH(this, trigger);
1472         }
1473
1474         IL_EACH(g_items, it.enemy == actor && Item_IsLoot(it),
1475         {
1476                 delete(it);
1477         });
1478
1479         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1480                 centerprint(actor, this.message);
1481 }
1482
1483 spawnfunc(target_items)
1484 {
1485         int n;
1486         string s;
1487
1488         this.use = target_items_use;
1489         if(!this.strength_finished)
1490                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1491         if(!this.invincible_finished)
1492                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1493         if(!this.superweapons_finished)
1494                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1495
1496         n = tokenize_console(this.netname);
1497         if(argv(0) == "give")
1498         {
1499                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1500         }
1501         else
1502         {
1503                 for(int j = 0; j < n; ++j)
1504                 {
1505                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1506                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1507                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1508                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1509                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1510                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1511                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1512                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1513                         else
1514                         {
1515                                 FOREACH(Buffs, it != BUFF_Null,
1516                                 {
1517                                         s = Buff_UndeprecateName(argv(j));
1518                                         if(s == it.m_name)
1519                                         {
1520                                                 STAT(BUFFS, this) |= (it.m_itemid);
1521                                                 break;
1522                                         }
1523                                 });
1524                                 FOREACH(Weapons, it != WEP_Null, {
1525                                         s = W_UndeprecateName(argv(j));
1526                                         if(s == it.netname)
1527                                         {
1528                                                 this.weapons |= (it.m_wepset);
1529                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1530                                                         it.wr_init(it);
1531                                                 break;
1532                                         }
1533                                 });
1534                         }
1535                 }
1536
1537                 string itemprefix, valueprefix;
1538                 if(this.spawnflags == 0)
1539                 {
1540                         itemprefix = "";
1541                         valueprefix = "";
1542                 }
1543                 else if(this.spawnflags == 1)
1544                 {
1545                         itemprefix = "max ";
1546                         valueprefix = "max ";
1547                 }
1548                 else if(this.spawnflags == 2)
1549                 {
1550                         itemprefix = "min ";
1551                         valueprefix = "min ";
1552                 }
1553                 else if(this.spawnflags == 4)
1554                 {
1555                         itemprefix = "minus ";
1556                         valueprefix = "max ";
1557                 }
1558                 else
1559                 {
1560                         error("invalid spawnflags");
1561                         itemprefix = valueprefix = string_null;
1562                 }
1563
1564                 this.netname = "";
1565                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1566                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1567                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1568                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1569                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1570                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1571                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1572                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1573                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1574                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1575                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1576                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1577                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1578                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1579                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1580                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(STAT(BUFFS, this) & (it.m_itemid)), it.m_name));
1581                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1582         }
1583         this.netname = strzone(this.netname);
1584         //print(this.netname, "\n");
1585
1586         n = tokenize_console(this.netname);
1587         for(int j = 0; j < n; ++j)
1588         {
1589                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1590             it.wr_init(it);
1591             break;
1592                 });
1593         }
1594 }
1595
1596 float GiveWeapon(entity e, float wpn, float op, float val)
1597 {
1598         WepSet v0, v1;
1599         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1600         v0 = (e.weapons & s);
1601         switch(op)
1602         {
1603                 case OP_SET:
1604                         if(val > 0)
1605                                 e.weapons |= s;
1606                         else
1607                                 e.weapons &= ~s;
1608                         break;
1609                 case OP_MIN:
1610                 case OP_PLUS:
1611                         if(val > 0)
1612                                 e.weapons |= s;
1613                         break;
1614                 case OP_MAX:
1615                         if(val <= 0)
1616                                 e.weapons &= ~s;
1617                         break;
1618                 case OP_MINUS:
1619                         if(val > 0)
1620                                 e.weapons &= ~s;
1621                         break;
1622         }
1623         v1 = (e.weapons & s);
1624         return (v0 != v1);
1625 }
1626
1627 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1628 {
1629         bool had_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1630         switch(op)
1631         {
1632                 case OP_SET:
1633                         if(val > 0)
1634                                 STAT(BUFFS, e) |= thebuff.m_itemid;
1635                         else
1636                                 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1637                         break;
1638                 case OP_MIN:
1639                 case OP_PLUS:
1640                         if(val > 0)
1641                                 STAT(BUFFS, e) |= thebuff.m_itemid;
1642                         break;
1643                 case OP_MAX:
1644                         if(val <= 0)
1645                                 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1646                         break;
1647                 case OP_MINUS:
1648                         if(val > 0)
1649                                 STAT(BUFFS, e) &= ~thebuff.m_itemid;
1650                         break;
1651         }
1652         bool have_buff = (STAT(BUFFS, e) & thebuff.m_itemid);
1653         return (had_buff != have_buff);
1654 }
1655
1656 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1657 {
1658         if(v1 == v0)
1659                 return;
1660         if(v1 <= v0 - t)
1661         {
1662                 if(snd_decr != NULL)
1663                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1664         }
1665         else if(v0 >= v0 + t)
1666         {
1667                 if(snd_incr != NULL)
1668                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1669         }
1670 }
1671
1672 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1673 {
1674         if(v0 < v1)
1675                 e.(rotfield) = max(e.(rotfield), time + rottime);
1676         else if(v0 > v1)
1677                 e.(regenfield) = max(e.(regenfield), time + regentime);
1678 }
1679 float GiveItems(entity e, float beginarg, float endarg)
1680 {
1681         float got, i, val, op;
1682         string cmd;
1683
1684         val = 999;
1685         op = OP_SET;
1686
1687         got = 0;
1688
1689         int _switchweapon = 0;
1690
1691         if(CS(e).autoswitch)
1692         {
1693                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1694                 {
1695                         .entity weaponentity = weaponentities[slot];
1696                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1697                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1698                                 _switchweapon |= BIT(slot);
1699                 }
1700         }
1701
1702         e.strength_finished = max(0, e.strength_finished - time);
1703         e.invincible_finished = max(0, e.invincible_finished - time);
1704         e.superweapons_finished = max(0, e.superweapons_finished - time);
1705
1706         PREGIVE(e, items);
1707         PREGIVE_WEAPONS(e);
1708         PREGIVE(e, strength_finished);
1709         PREGIVE(e, invincible_finished);
1710         PREGIVE(e, superweapons_finished);
1711         PREGIVE(e, ammo_nails);
1712         PREGIVE(e, ammo_cells);
1713         PREGIVE(e, ammo_plasma);
1714         PREGIVE(e, ammo_shells);
1715         PREGIVE(e, ammo_rockets);
1716         PREGIVE(e, ammo_fuel);
1717         PREGIVE(e, armorvalue);
1718         PREGIVE(e, health);
1719
1720         for(i = beginarg; i < endarg; ++i)
1721         {
1722                 cmd = argv(i);
1723
1724                 if(cmd == "0" || stof(cmd))
1725                 {
1726                         val = stof(cmd);
1727                         continue;
1728                 }
1729                 switch(cmd)
1730                 {
1731                         case "no":
1732                                 op = OP_MAX;
1733                                 val = 0;
1734                                 continue;
1735                         case "max":
1736                                 op = OP_MAX;
1737                                 continue;
1738                         case "min":
1739                                 op = OP_MIN;
1740                                 continue;
1741                         case "plus":
1742                                 op = OP_PLUS;
1743                                 continue;
1744                         case "minus":
1745                                 op = OP_MINUS;
1746                                 continue;
1747                         case "ALL":
1748                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1749                                 got += GiveValue(e, strength_finished, op, val);
1750                                 got += GiveValue(e, invincible_finished, op, val);
1751                                 got += GiveValue(e, superweapons_finished, op, val);
1752                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1753                         case "all":
1754                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1755                                 got += GiveValue(e, health, op, val);
1756                                 got += GiveValue(e, armorvalue, op, val);
1757                         case "allweapons":
1758                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1759                         //case "allbuffs": // all buffs makes a player god, do not want!
1760                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1761                         case "allammo":
1762                                 got += GiveValue(e, ammo_cells, op, val);
1763                                 got += GiveValue(e, ammo_plasma, op, val);
1764                                 got += GiveValue(e, ammo_shells, op, val);
1765                                 got += GiveValue(e, ammo_nails, op, val);
1766                                 got += GiveValue(e, ammo_rockets, op, val);
1767                                 got += GiveValue(e, ammo_fuel, op, val);
1768                                 break;
1769                         case "unlimited_ammo":
1770                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1771                                 break;
1772                         case "unlimited_weapon_ammo":
1773                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1774                                 break;
1775                         case "unlimited_superweapons":
1776                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1777                                 break;
1778                         case "jetpack":
1779                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1780                                 break;
1781                         case "fuel_regen":
1782                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1783                                 break;
1784                         case "strength":
1785                                 got += GiveValue(e, strength_finished, op, val);
1786                                 break;
1787                         case "invincible":
1788                                 got += GiveValue(e, invincible_finished, op, val);
1789                                 break;
1790                         case "superweapons":
1791                                 got += GiveValue(e, superweapons_finished, op, val);
1792                                 break;
1793                         case "cells":
1794                                 got += GiveValue(e, ammo_cells, op, val);
1795                                 break;
1796                         case "plasma":
1797                                 got += GiveValue(e, ammo_plasma, op, val);
1798                                 break;
1799                         case "shells":
1800                                 got += GiveValue(e, ammo_shells, op, val);
1801                                 break;
1802                         case "nails":
1803                         case "bullets":
1804                                 got += GiveValue(e, ammo_nails, op, val);
1805                                 break;
1806                         case "rockets":
1807                                 got += GiveValue(e, ammo_rockets, op, val);
1808                                 break;
1809                         case "health":
1810                                 got += GiveValue(e, health, op, val);
1811                                 break;
1812                         case "armor":
1813                                 got += GiveValue(e, armorvalue, op, val);
1814                                 break;
1815                         case "fuel":
1816                                 got += GiveValue(e, ammo_fuel, op, val);
1817                                 break;
1818                         default:
1819                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1820                                 {
1821                                         got += GiveBuff(e, it, op, val);
1822                                         break;
1823                                 });
1824                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1825                     got += GiveWeapon(e, it.m_id, op, val);
1826                     break;
1827                                 });
1828                                 break;
1829                 }
1830                 val = 999;
1831                 op = OP_SET;
1832         }
1833
1834         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1835         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1836         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1837         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1838         FOREACH(Weapons, it != WEP_Null, {
1839                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1840                 if(!(save_weapons & (it.m_wepset)))
1841                         if(e.weapons & (it.m_wepset))
1842                                 it.wr_init(it);
1843         });
1844         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1845         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1846         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1847         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1848         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1849         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1850         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1851         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1852         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);
1853         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);
1854         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);
1855
1856         if(e.superweapons_finished <= 0)
1857                 if(e.weapons & WEPSET_SUPERWEAPONS)
1858                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1859
1860         if(e.strength_finished <= 0)
1861                 e.strength_finished = 0;
1862         else
1863                 e.strength_finished += time;
1864         if(e.invincible_finished <= 0)
1865                 e.invincible_finished = 0;
1866         else
1867                 e.invincible_finished += time;
1868         if(e.superweapons_finished <= 0)
1869                 e.superweapons_finished = 0;
1870         else
1871                 e.superweapons_finished += time;
1872
1873         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1874         {
1875                 .entity weaponentity = weaponentities[slot];
1876                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1877                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1878                         _switchweapon |= BIT(slot);
1879         }
1880
1881         if(_switchweapon)
1882         {
1883                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1884                 {
1885                         .entity weaponentity = weaponentities[slot];
1886                         if(_switchweapon & BIT(slot))
1887                         {
1888                                 Weapon wep = w_getbestweapon(e, weaponentity);
1889                                 if(wep != e.(weaponentity).m_switchweapon)
1890                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1891                         }
1892                 }
1893         }
1894
1895         return got;
1896 }
1897 #endif