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Merge branch 'martin-t/okc' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / t_items.qc
1 #include "t_items.qh"
2
3 #include "items/_mod.qh"
4
5 #if defined(SVQC)
6
7     #include "../server/bot/api.qh"
8
9     #include <server/mutators/_mod.qh>
10
11     #include "../server/weapons/common.qh"
12     #include "../server/weapons/selection.qh"
13     #include "../server/weapons/weaponsystem.qh"
14
15     #include "constants.qh"
16     #include <common/deathtypes/all.qh>
17     #include <common/notifications/all.qh>
18         #include "triggers/subs.qh"
19     #include "util.qh"
20
21     #include <common/monsters/_mod.qh>
22
23     #include <common/weapons/_all.qh>
24
25     #include <common/mutators/mutator/buffs/buffs.qh>
26
27     #include "../lib/warpzone/util_server.qh"
28 #elif defined(CSQC)
29         #include "physics/movetypes/movetypes.qh"
30         #include <common/weapons/_all.qh>
31         #include "../lib/csqcmodel/cl_model.qh"
32         #include "../lib/csqcmodel/common.qh"
33 #endif
34
35 REGISTER_NET_LINKED(ENT_CLIENT_ITEM)
36
37 #ifdef CSQC
38 bool autocvar_cl_ghost_items_vehicle = true;
39 .vector item_glowmod;
40 void Item_SetAlpha(entity this)
41 {
42         bool veh_hud = (hud && autocvar_cl_ghost_items_vehicle);
43
44         if(!veh_hud && (this.ItemStatus & ITS_AVAILABLE))
45         {
46                 this.alpha = 1;
47                 this.colormod = '1 1 1';
48                 this.glowmod = this.item_glowmod;
49         }
50         else
51         {
52                 if (autocvar_cl_ghost_items_color)
53                 {
54                         this.alpha = autocvar_cl_ghost_items;
55                         this.colormod = this.glowmod = autocvar_cl_ghost_items_color;
56                 }
57                 else
58                         this.alpha = -1;
59         }
60
61         if((!veh_hud) && (this.ItemStatus & ITS_STAYWEP))
62         {
63                 this.colormod = this.glowmod = autocvar_cl_weapon_stay_color;
64                 this.alpha = autocvar_cl_weapon_stay_alpha;
65         }
66
67         this.drawmask = ((this.alpha <= 0) ? 0 : MASK_NORMAL);
68 }
69
70 void ItemDraw(entity this)
71 {
72     if(this.gravity)
73     {
74         Movetype_Physics_MatchServer(this, false);
75         if(IS_ONGROUND(this))
76         { // For some reason avelocity gets set to '0 0 0' here ...
77             this.oldorigin = this.origin;
78             this.gravity = 0;
79
80             if(autocvar_cl_animate_items)
81             { // ... so reset it if animations are requested.
82                 if(this.ItemStatus & ITS_ANIMATE1)
83                     this.avelocity = '0 180 0';
84
85                 if(this.ItemStatus & ITS_ANIMATE2)
86                     this.avelocity = '0 -90 0';
87             }
88
89             // delay is for blocking item's position for a while;
90             // it's a workaround for dropped weapons that receive the position
91             // another time right after they spawn overriding animation position
92             this.onground_time = time + 0.5;
93         }
94     }
95     else if (autocvar_cl_animate_items)
96     {
97         if(this.ItemStatus & ITS_ANIMATE1)
98         {
99             this.angles += this.avelocity * frametime;
100             float fade_in = bound(0, time - this.onground_time, 1);
101             setorigin(this, this.oldorigin + fade_in * ('0 0 10' + '0 0 8' * sin((time - this.onground_time) * 2)));
102         }
103
104         if(this.ItemStatus & ITS_ANIMATE2)
105         {
106             this.angles += this.avelocity * frametime;
107             float fade_in = bound(0, time - this.onground_time, 1);
108             setorigin(this, this.oldorigin + fade_in * ('0 0 8' + '0 0 4' * sin((time - this.onground_time) * 3)));
109         }
110     }
111
112     Item_SetAlpha(this);
113 }
114
115 void ItemDrawSimple(entity this)
116 {
117     if(this.gravity)
118     {
119         Movetype_Physics_MatchServer(this, false);
120
121         if(IS_ONGROUND(this))
122             this.gravity = 0;
123     }
124
125     Item_SetAlpha(this);
126 }
127
128 void Item_PreDraw(entity this)
129 {
130         if(warpzone_warpzones_exist)
131         {
132                 setpredraw(this, func_null); // no need to keep running this
133                 return;
134         }
135         float alph;
136         vector org = getpropertyvec(VF_ORIGIN);
137         //if(!checkpvs(org, this)) // this makes sense as long as we don't support recursive warpzones
138                 //alph = 0; // this shouldn't be needed, since items behind walls are culled anyway
139         if(this.fade_start)
140         {
141                 if(vdist(org - this.origin, >, this.fade_end))
142                         alph = 0; // save on some processing
143                 else if(vdist(org - this.origin, <, this.fade_start))
144                         alph = 1; // more processing saved
145                 else
146                         alph = bound(0, (this.fade_end - vlen(org - this.origin - 0.5 * (this.mins + this.maxs))) / (this.fade_end - this.fade_start), 1);
147         }
148         else
149                 alph = 1;
150         //printf("%v <-> %v\n", view_origin, this.origin + 0.5 * (this.mins + this.maxs));
151         if(!hud && (this.ItemStatus & ITS_AVAILABLE))
152                 this.alpha = alph;
153         if(alph <= 0)
154                 this.drawmask = 0;
155         //else
156                 //this.drawmask = MASK_NORMAL; // reset by the setalpha function
157 }
158
159 void ItemRemove(entity this)
160 {
161         if(this.mdl)
162                 strunzone(this.mdl);
163 }
164
165 NET_HANDLE(ENT_CLIENT_ITEM, bool isnew)
166 {
167     int sf = ReadByte();
168
169     if(sf & ISF_LOCATION)
170     {
171         this.origin_x = ReadCoord();
172         this.origin_y = ReadCoord();
173         this.origin_z = ReadCoord();
174         setorigin(this, this.origin);
175         this.oldorigin = this.origin;
176     }
177
178     if(sf & ISF_ANGLES)
179     {
180         this.angles_x = ReadAngle();
181         this.angles_y = ReadAngle();
182         this.angles_z = ReadAngle();
183     }
184
185     if(sf & ISF_SIZE)
186     {
187         float use_bigsize = ReadByte();
188         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
189     }
190
191     if(sf & ISF_STATUS) // need to read/write status first so model can handle simple, fb etc.
192     {
193         this.ItemStatus = ReadByte();
194
195         Item_SetAlpha(this);
196
197         if(autocvar_cl_fullbright_items)
198             if(this.ItemStatus & ITS_ALLOWFB)
199                 this.effects |= EF_FULLBRIGHT;
200
201         if(this.ItemStatus & ITS_GLOW)
202         {
203             if(this.ItemStatus & ITS_AVAILABLE)
204                 this.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
205             else
206                  this.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
207         }
208     }
209
210     if(sf & ISF_MODEL)
211     {
212         this.drawmask  = MASK_NORMAL;
213                 set_movetype(this, MOVETYPE_TOSS);
214                 if (isnew) IL_PUSH(g_drawables, this);
215         this.draw       = ItemDraw;
216         this.solid = SOLID_TRIGGER;
217         //this.flags |= FL_ITEM;
218
219         bool use_bigsize = ReadByte();
220
221         this.fade_end = ReadShort();
222         this.fade_start = ReadShort();
223         if(!warpzone_warpzones_exist && this.fade_start && !autocvar_cl_items_nofade)
224                 setpredraw(this, Item_PreDraw);
225
226         if(this.mdl)
227             strunzone(this.mdl);
228
229         this.mdl = "";
230         string _fn = ReadString();
231
232         if(autocvar_cl_simple_items && (this.ItemStatus & ITS_ALLOWSI))
233         {
234             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
235             this.draw = ItemDrawSimple;
236
237             if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3")))
238                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".md3"));
239             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm")))
240                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".dpm"));
241             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm")))
242                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".iqm"));
243             else if(fexists(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl")))
244                 this.mdl = strzone(strcat(_fn2, autocvar_cl_simpleitems_postfix, ".mdl"));
245             else
246             {
247                 this.draw = ItemDraw;
248                 LOG_TRACE("Simple item requested for ", _fn, " but no model exists for it");
249             }
250         }
251
252         if(this.draw != ItemDrawSimple)
253             this.mdl = strzone(_fn);
254
255
256         if(this.mdl == "")
257             LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, ", tell tZork about this!");
258
259         precache_model(this.mdl);
260         _setmodel(this, this.mdl);
261
262         setsize(this, '-16 -16 0', (use_bigsize) ? '16 16 48' : '16 16 32');
263     }
264
265     if(sf & ISF_COLORMAP)
266     {
267         this.colormap = ReadShort();
268         this.item_glowmod_x = ReadByte() / 255.0;
269         this.item_glowmod_y = ReadByte() / 255.0;
270         this.item_glowmod_z = ReadByte() / 255.0;
271     }
272
273     if(sf & ISF_DROP)
274     {
275         this.gravity = 1;
276         this.pushable = true;
277         //this.angles = '0 0 0';
278         set_movetype(this, MOVETYPE_TOSS);
279         this.velocity_x = ReadCoord();
280         this.velocity_y = ReadCoord();
281         this.velocity_z = ReadCoord();
282         setorigin(this, this.oldorigin);
283
284         if(!this.move_time)
285         {
286             this.move_time = time;
287             this.spawntime = time;
288         }
289         else
290             this.move_time = max(this.move_time, time);
291     }
292
293     if(autocvar_cl_animate_items)
294     {
295         if(this.ItemStatus & ITS_ANIMATE1)
296             this.avelocity = '0 180 0';
297
298         if(this.ItemStatus & ITS_ANIMATE2)
299             this.avelocity = '0 -90 0';
300     }
301
302     this.entremove = ItemRemove;
303
304     return true;
305 }
306
307 #endif
308
309 #ifdef SVQC
310 bool ItemSend(entity this, entity to, int sf)
311 {
312         if(this.gravity)
313                 sf |= ISF_DROP;
314         else
315                 sf &= ~ISF_DROP;
316
317         WriteHeader(MSG_ENTITY, ENT_CLIENT_ITEM);
318         WriteByte(MSG_ENTITY, sf);
319
320         //WriteByte(MSG_ENTITY, this.cnt);
321         if(sf & ISF_LOCATION)
322         {
323                 WriteCoord(MSG_ENTITY, this.origin.x);
324                 WriteCoord(MSG_ENTITY, this.origin.y);
325                 WriteCoord(MSG_ENTITY, this.origin.z);
326         }
327
328         if(sf & ISF_ANGLES)
329         {
330                 WriteAngle(MSG_ENTITY, this.angles_x);
331                 WriteAngle(MSG_ENTITY, this.angles_y);
332                 WriteAngle(MSG_ENTITY, this.angles_z);
333         }
334
335         if(sf & ISF_SIZE)
336         {
337                 Pickup p = this.itemdef;
338                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
339         }
340
341         if(sf & ISF_STATUS)
342                 WriteByte(MSG_ENTITY, this.ItemStatus);
343
344         if(sf & ISF_MODEL)
345         {
346                 Pickup p = this.itemdef;
347                 WriteByte(MSG_ENTITY, p.instanceOfPowerup || p.instanceOfHealth || p.instanceOfArmor);
348                 WriteShort(MSG_ENTITY, this.fade_end);
349                 WriteShort(MSG_ENTITY, this.fade_start);
350
351                 if(this.mdl == "")
352                         LOG_TRACE("^1WARNING!^7 this.mdl is unset for item ", this.classname, "expect a crash just about now");
353
354                 WriteString(MSG_ENTITY, this.mdl);
355         }
356
357
358         if(sf & ISF_COLORMAP)
359         {
360                 WriteShort(MSG_ENTITY, this.colormap);
361                 WriteByte(MSG_ENTITY, this.glowmod.x * 255.0);
362         WriteByte(MSG_ENTITY, this.glowmod.y * 255.0);
363         WriteByte(MSG_ENTITY, this.glowmod.z * 255.0);
364         }
365
366         if(sf & ISF_DROP)
367         {
368                 WriteCoord(MSG_ENTITY, this.velocity.x);
369                 WriteCoord(MSG_ENTITY, this.velocity.y);
370                 WriteCoord(MSG_ENTITY, this.velocity.z);
371         }
372
373         return true;
374 }
375
376 void ItemUpdate(entity this)
377 {
378         this.oldorigin = this.origin;
379         this.SendFlags |= ISF_LOCATION;
380 }
381
382 void UpdateItemAfterTeleport(entity this)
383 {
384         if(getSendEntity(this) == ItemSend)
385                 ItemUpdate(this);
386 }
387
388 bool have_pickup_item(entity this)
389 {
390         if(this.itemdef.instanceOfPowerup)
391         {
392                 if(autocvar_g_powerups > 0)
393                         return true;
394                 if(autocvar_g_powerups == 0)
395                         return false;
396         }
397         else
398         {
399                 if(autocvar_g_pickup_items > 0)
400                         return true;
401                 if(autocvar_g_pickup_items == 0)
402                         return false;
403                 if(g_weaponarena)
404                         if(this.weapons || this.itemdef.instanceOfAmmo) // no item or ammo pickups in weaponarena
405                                 return false;
406         }
407         return true;
408 }
409
410 /*
411 float Item_Customize()
412 {
413         if(this.spawnshieldtime)
414                 return true;
415         if(this.weapons & ~other.weapons)
416         {
417                 this.colormod = '0 0 0';
418                 this.glowmod = this.colormod;
419                 this.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
420                 return true;
421         }
422         else
423         {
424                 if(g_ghost_items)
425                 {
426                         this.colormod = stov(autocvar_g_ghost_items_color);
427                         this.glowmod = this.colormod;
428                         this.alpha = g_ghost_items;
429                         return true;
430                 }
431                 else
432                         return false;
433         }
434 }
435 */
436
437 void Item_Show (entity e, float mode)
438 {
439         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
440         e.ItemStatus &= ~ITS_STAYWEP;
441         entity def = e.itemdef;
442         if (mode > 0)
443         {
444                 // make the item look normal, and be touchable
445                 e.model = e.mdl;
446                 e.solid = SOLID_TRIGGER;
447                 e.spawnshieldtime = 1;
448                 e.ItemStatus |= ITS_AVAILABLE;
449         }
450         else if (mode < 0)
451         {
452                 // hide the item completely
453                 e.model = string_null;
454                 e.solid = SOLID_NOT;
455                 e.spawnshieldtime = 1;
456                 e.ItemStatus &= ~ITS_AVAILABLE;
457         }
458         else
459         {
460                 bool nostay = def.instanceOfWeaponPickup ? !!(def.m_weapon.weapons & WEPSET_SUPERWEAPONS) : false // no weapon-stay on superweapons
461                         || e.team // weapon stay isn't supported for teamed weapons
462                         ;
463                 if(def.instanceOfWeaponPickup && !nostay && g_weapon_stay)
464                 {
465                         // make the item translucent and not touchable
466                         e.model = e.mdl;
467                         e.solid = SOLID_TRIGGER; // can STILL be picked up!
468                         e.effects |= EF_STARDUST;
469                         e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
470                         e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
471                 }
472                 else
473                 {
474                         //setmodel(e, "null");
475                         e.solid = SOLID_NOT;
476                         e.colormod = '0 0 0';
477                         //e.glowmod = e.colormod;
478                         e.spawnshieldtime = 1;
479                         e.ItemStatus &= ~ITS_AVAILABLE;
480                 }
481         }
482
483         if (def.m_glow)
484                 e.ItemStatus |= ITS_GLOW;
485
486         if (autocvar_g_nodepthtestitems)
487                 e.effects |= EF_NODEPTHTEST;
488
489
490         if (autocvar_g_fullbrightitems)
491                 e.ItemStatus |= ITS_ALLOWFB;
492
493         if (autocvar_sv_simple_items)
494                 e.ItemStatus |= ITS_ALLOWSI;
495
496         // relink entity (because solid may have changed)
497         setorigin(e, e.origin);
498         e.SendFlags |= ISF_STATUS;
499 }
500
501 void Item_Think(entity this)
502 {
503         this.nextthink = time;
504         if(this.origin != this.oldorigin)
505                 ItemUpdate(this);
506 }
507
508 bool Item_ItemsTime_SpectatorOnly(GameItem it);
509 bool Item_ItemsTime_Allow(GameItem it);
510 float Item_ItemsTime_UpdateTime(entity e, float t);
511 void Item_ItemsTime_SetTime(entity e, float t);
512 void Item_ItemsTime_SetTimesForAllPlayers();
513
514 void Item_Respawn (entity this)
515 {
516         Item_Show(this, 1);
517         sound(this, CH_TRIGGER, this.itemdef.m_respawnsound, VOL_BASE, ATTEN_NORM);     // play respawn sound
518         setorigin(this, this.origin);
519
520     if (Item_ItemsTime_Allow(this.itemdef) || (this.weapons & WEPSET_SUPERWEAPONS))
521         {
522                 float t = Item_ItemsTime_UpdateTime(this, 0);
523                 Item_ItemsTime_SetTime(this, t);
524                 Item_ItemsTime_SetTimesForAllPlayers();
525         }
526
527         setthink(this, Item_Think);
528         this.nextthink = time;
529
530         //Send_Effect(EFFECT_ITEM_RESPAWN, this.origin + this.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
531         Send_Effect(EFFECT_ITEM_RESPAWN, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
532 }
533
534 void Item_RespawnCountdown (entity this)
535 {
536         if(this.count >= ITEM_RESPAWN_TICKS)
537         {
538                 if(this.waypointsprite_attached)
539                         WaypointSprite_Kill(this.waypointsprite_attached);
540                 Item_Respawn(this);
541         }
542         else
543         {
544                 this.nextthink = time + 1;
545                 this.count += 1;
546                 if(this.count == 1)
547                 {
548                         do {
549                                 {
550                                         entity wi = Weapons_from(this.weapon);
551                                         if (wi != WEP_Null) {
552                                                 entity wp = WaypointSprite_Spawn(WP_Weapon, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Weapon);
553                                                 wp.wp_extra = wi.m_id;
554                                                 break;
555                                         }
556                                 }
557                                 {
558                                         entity ii = this.itemdef;
559                                         if (ii != NULL) {
560                                                 entity wp = WaypointSprite_Spawn(WP_Item, 0, 0, this, '0 0 64', NULL, 0, this, waypointsprite_attached, true, RADARICON_Item);
561                                                 wp.wp_extra = ii.m_id;
562                                                 break;
563                                         }
564                                 }
565                         } while (0);
566                         bool mutator_returnvalue = MUTATOR_CALLHOOK(Item_RespawnCountdown, this);
567             if(this.waypointsprite_attached)
568             {
569                 GameItem def = this.itemdef;
570                 if (Item_ItemsTime_SpectatorOnly(def) && !mutator_returnvalue)
571                     WaypointSprite_UpdateRule(this.waypointsprite_attached, 0, SPRITERULE_SPECTATOR);
572                 WaypointSprite_UpdateBuildFinished(this.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
573             }
574                 }
575
576                 if(this.waypointsprite_attached)
577                 {
578                         FOREACH_CLIENT(IS_REAL_CLIENT(it), {
579                                 if(this.waypointsprite_attached.waypointsprite_visible_for_player(this.waypointsprite_attached, it, it))
580                                 {
581                                         msg_entity = it;
582                                         soundto(MSG_ONE, this, CH_TRIGGER, SND(ITEMRESPAWNCOUNTDOWN), VOL_BASE, ATTEN_NORM);    // play respawn sound
583                                 }
584                         });
585
586                         WaypointSprite_Ping(this.waypointsprite_attached);
587                         //WaypointSprite_UpdateHealth(this.waypointsprite_attached, this.count);
588                 }
589         }
590 }
591
592 void Item_RespawnThink(entity this)
593 {
594         this.nextthink = time;
595         if(this.origin != this.oldorigin)
596                 ItemUpdate(this);
597
598         if(time >= this.wait)
599                 Item_Respawn(this);
600 }
601
602 void Item_ScheduleRespawnIn(entity e, float t)
603 {
604         // if the respawn time is longer than 10 seconds, show a waypoint, otherwise, just respawn normally
605         if ((Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS) || MUTATOR_CALLHOOK(Item_ScheduleRespawn, e, t)) && (t - ITEM_RESPAWN_TICKS) > 0)
606         {
607                 setthink(e, Item_RespawnCountdown);
608                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
609                 e.scheduledrespawntime = e.nextthink + ITEM_RESPAWN_TICKS;
610                 e.count = 0;
611                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
612                 {
613                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
614                         Item_ItemsTime_SetTime(e, t);
615                         Item_ItemsTime_SetTimesForAllPlayers();
616                 }
617         }
618         else
619         {
620                 setthink(e, Item_RespawnThink);
621                 e.nextthink = time;
622                 e.scheduledrespawntime = time + t;
623                 e.wait = time + t;
624
625                 if(Item_ItemsTime_Allow(e.itemdef) || (e.weapons & WEPSET_SUPERWEAPONS))
626                 {
627                         t = Item_ItemsTime_UpdateTime(e, e.scheduledrespawntime);
628                         Item_ItemsTime_SetTime(e, t);
629                         Item_ItemsTime_SetTimesForAllPlayers();
630                 }
631         }
632 }
633
634 AUTOCVAR(g_pickup_respawntime_scaling_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*");
635 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");
636 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");
637
638 float adjust_respawntime(float normal_respawntime) {
639         float r = autocvar_g_pickup_respawntime_scaling_reciprocal;
640         float o = autocvar_g_pickup_respawntime_scaling_offset;
641         float l = autocvar_g_pickup_respawntime_scaling_linear;
642
643         if (r == 0 && l == 1) {
644                 return normal_respawntime;
645         }
646
647         CheckAllowedTeams(NULL);
648         GetTeamCounts(NULL);
649         int players = 0;
650         if (c1 != -1) players += c1;
651         if (c2 != -1) players += c2;
652         if (c3 != -1) players += c3;
653         if (c4 != -1) players += c4;
654
655         if (players >= 2) {
656                 return normal_respawntime * (r / (players + o) + l);
657         } else {
658                 return normal_respawntime;
659         }
660 }
661
662 void Item_ScheduleRespawn(entity e)
663 {
664         if(e.respawntime > 0)
665         {
666                 Item_Show(e, 0);
667
668                 float adjusted_respawntime = adjust_respawntime(e.respawntime);
669                 //LOG_INFOF("item %s will respawn in %f", e.classname, adjusted_respawntime);
670
671                 // range: adjusted_respawntime - respawntimejitter .. adjusted_respawntime + respawntimejitter
672                 float actual_time = adjusted_respawntime + crandom() * e.respawntimejitter;
673                 Item_ScheduleRespawnIn(e, actual_time);
674         }
675         else // if respawntime is -1, this item does not respawn
676                 Item_Show(e, -1);
677 }
678
679 void Item_ScheduleInitialRespawn(entity e)
680 {
681         Item_Show(e, 0);
682         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
683 }
684
685 void GivePlayerResource(entity player, .float resource_type, float amount)
686 {
687         if (amount == 0)
688         {
689                 return;
690         }
691         switch (resource_type)
692         {
693                 case health:
694                 {
695                         // Ugly hack. We do not check if health goes beyond hard limit since
696                         // currently it is done in player_regen. We need to bring back this
697                         // check when other code is ported to this function.
698                         player.health = bound(player.health, player.health + amount,
699                                 autocvar_g_balance_health_limit);
700                         // Correct code:
701                         //player.health = bound(player.health, player.health + amount,
702                         //      min(autocvar_g_balance_health_limit,
703                         //      RESOURCE_AMOUNT_HARD_LIMIT));
704                         player.pauserothealth_finished = max(player.pauserothealth_finished,
705                                 time + autocvar_g_balance_pause_health_rot);
706                         return;
707                 }
708                 case armorvalue:
709                 {
710                         // Ugly hack. We do not check if armor goes beyond hard limit since
711                         // currently it is done in player_regen. We need to bring back this
712                         // check when other code is ported to this function.
713                         player.armorvalue = bound(player.armorvalue, player.armorvalue +
714                                 amount, autocvar_g_balance_armor_limit);
715                         // Correct code:
716                         //player.armorvalue = bound(player.armorvalue, player.armorvalue +
717                         //      amount, min(autocvar_g_balance_armor_limit,
718                         //      RESOURCE_AMOUNT_HARD_LIMIT));
719                         player.pauserotarmor_finished = max(player.pauserotarmor_finished,
720                                 time + autocvar_g_balance_pause_armor_rot);
721                         return;
722                 }
723                 case ammo_shells:
724                 case ammo_nails:
725                 case ammo_rockets:
726                 case ammo_cells:
727                 case ammo_plasma:
728                 {
729                         GivePlayerAmmo(player, resource_type, amount);
730                         return;
731                 }
732                 case ammo_fuel:
733                 {
734                         player.ammo_fuel = bound(player.ammo_fuel, player.ammo_fuel +
735                                 amount, min(g_pickup_fuel_max, RESOURCE_AMOUNT_HARD_LIMIT));
736                         player.pauserotfuel_finished = max(player.pauserotfuel_finished,
737                                 time + autocvar_g_balance_pause_fuel_rot);
738                         return;
739                 }
740         }
741 }
742
743 void GivePlayerHealth(entity player, float amount)
744 {
745         GivePlayerResource(player, health, amount);
746 }
747
748 void GivePlayerArmor(entity player, float amount)
749 {
750         GivePlayerResource(player, armorvalue, amount);
751 }
752
753 void GivePlayerAmmo(entity player, .float ammotype, float amount)
754 {
755         if (amount == 0)
756         {
757                 return;
758         }
759         float maxvalue = RESOURCE_AMOUNT_HARD_LIMIT;
760         switch (ammotype)
761         {
762                 case ammo_shells:
763                 {
764                         maxvalue = g_pickup_shells_max;
765                         break;
766                 }
767                 case ammo_cells:
768                 {
769                         maxvalue = g_pickup_cells_max;
770                         break;
771                 }
772                 case ammo_rockets:
773                 {
774                         maxvalue = g_pickup_rockets_max;
775                         break;
776                 }
777                 case ammo_plasma:
778                 {
779                         maxvalue = g_pickup_plasma_max;
780                         break;
781                 }
782                 case ammo_nails:
783                 {
784                         maxvalue = g_pickup_nails_max;
785                         break;
786                 }
787         }
788         player.(ammotype) = min(player.(ammotype) + amount,
789                 min(maxvalue, RESOURCE_AMOUNT_HARD_LIMIT));
790 }
791
792 void GivePlayerFuel(entity player, float amount)
793 {
794         GivePlayerResource(player, ammo_fuel, amount);
795 }
796
797 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax)
798 {
799         if (!item.(ammotype))
800                 return false;
801
802         if (item.spawnshieldtime)
803         {
804                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
805                 {
806                         float amount = item.(ammotype);
807                         if ((player.(ammotype) + amount) > ammomax)
808                         {
809                                 amount = ammomax - player.(ammotype);
810                         }
811                         GivePlayerResource(player, ammotype, amount);
812                         return true;
813                 }
814         }
815         else if(g_weapon_stay == 2)
816         {
817                 float mi = min(item.(ammotype), ammomax);
818                 if (player.(ammotype) < mi)
819                 {
820                         GivePlayerResource(player, ammotype, mi - player.(ammotype));
821                 }
822                 return true;
823         }
824         return false;
825 }
826
827 float Item_GiveTo(entity item, entity player)
828 {
829         float pickedup;
830
831         // if nothing happens to player, just return without taking the item
832         pickedup = false;
833         int _switchweapon = 0;
834         // in case the player has autoswitch enabled do the following:
835         // if the player is using their best weapon before items are given, they
836         // probably want to switch to an even better weapon after items are given
837
838         if(CS(player).autoswitch)
839         {
840                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
841                 {
842                         .entity weaponentity = weaponentities[slot];
843                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
844                         {
845                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
846                                         _switchweapon |= BIT(slot);
847
848                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
849                                         _switchweapon |= BIT(slot);
850                         }
851                 }
852         }
853         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health);
854         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue);
855         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max);
856         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max);
857         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max);
858         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max);
859         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max);
860         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max);
861         if (item.itemdef.instanceOfWeaponPickup)
862         {
863                 WepSet w;
864                 w = item.weapons;
865                 w &= ~player.weapons;
866
867                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
868                 {
869                         pickedup = true;
870                         FOREACH(Weapons, it != WEP_Null, {
871                                 if(w & (it.m_wepset))
872                                 {
873                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
874                                         {
875                                                 .entity weaponentity = weaponentities[slot];
876                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
877                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
878                                         }
879                                         W_GiveWeapon(player, it.m_id);
880                                 }
881                         });
882                 }
883         }
884
885         if (item.itemdef.instanceOfPowerup)
886         {
887                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
888                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
889                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
890                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
891         }
892
893         int its;
894         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
895         {
896                 pickedup = true;
897                 player.items |= its;
898                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
899         }
900
901         if (item.strength_finished)
902         {
903                 pickedup = true;
904                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
905         }
906         if (item.invincible_finished)
907         {
908                 pickedup = true;
909                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
910         }
911         if (item.superweapons_finished)
912         {
913                 pickedup = true;
914                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
915         }
916
917 LABEL(skip)
918
919         // always eat teamed entities
920         if(item.team)
921                 pickedup = true;
922
923         if (!pickedup)
924                 return 0;
925
926         // crude hack to enforce switching weapons
927         if(g_cts && item.itemdef.instanceOfWeaponPickup)
928         {
929                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
930                 {
931                         .entity weaponentity = weaponentities[slot];
932                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
933                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
934                 }
935                 return 1;
936         }
937
938         if(_switchweapon)
939         {
940                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
941                 {
942                         .entity weaponentity = weaponentities[slot];
943                         if(_switchweapon & BIT(slot))
944                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
945                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
946                 }
947         }
948
949         return 1;
950 }
951
952 void Item_Touch(entity this, entity toucher)
953 {
954
955         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
956         if (this.classname == "droppedweapon")
957         {
958                 if (ITEM_TOUCH_NEEDKILL())
959                 {
960                         delete(this);
961                         return;
962                 }
963         }
964
965         if(!(toucher.flags & FL_PICKUPITEMS)
966         || STAT(FROZEN, toucher)
967         || IS_DEAD(toucher)
968         || (this.solid != SOLID_TRIGGER)
969         || (this.owner == toucher)
970         || (time < this.item_spawnshieldtime)
971         ) { return; }
972
973         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
974         {
975                 case MUT_ITEMTOUCH_RETURN: { return; }
976                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
977         }
978
979         toucher = M_ARGV(1, entity);
980
981         if (this.classname == "droppedweapon")
982         {
983                 this.strength_finished = max(0, this.strength_finished - time);
984                 this.invincible_finished = max(0, this.invincible_finished - time);
985                 this.superweapons_finished = max(0, this.superweapons_finished - time);
986         }
987         entity it = this.itemdef;
988         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
989         if (!gave)
990         {
991                 if (this.classname == "droppedweapon")
992                 {
993                         // undo what we did above
994                         this.strength_finished += time;
995                         this.invincible_finished += time;
996                         this.superweapons_finished += time;
997                 }
998                 return;
999         }
1000
1001 LABEL(pickup)
1002
1003         toucher.last_pickup = time;
1004
1005         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1006         _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);
1007
1008         if (this.classname == "droppedweapon")
1009                 delete(this);
1010         else if (this.spawnshieldtime)
1011         {
1012                 entity e;
1013                 if(this.team)
1014                 {
1015                         RandomSelection_Init();
1016                         IL_EACH(g_items, it.team == this.team,
1017                         {
1018                                 if(it.itemdef) // is a registered item
1019                                 {
1020                                         Item_Show(it, -1);
1021                                         RandomSelection_AddEnt(it, it.cnt, 0);
1022                                 }
1023                         });
1024                         e = RandomSelection_chosen_ent;
1025                         Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
1026                 }
1027                 else
1028                         e = this;
1029                 Item_ScheduleRespawn(e);
1030         }
1031 }
1032
1033 void Item_Reset(entity this)
1034 {
1035         Item_Show(this, !this.state);
1036         setorigin(this, this.origin);
1037
1038         if (this.classname != "droppedweapon")
1039         {
1040                 setthink(this, Item_Think);
1041                 this.nextthink = time;
1042
1043                 if (this.waypointsprite_attached)
1044                         WaypointSprite_Kill(this.waypointsprite_attached);
1045
1046                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
1047                         Item_ScheduleInitialRespawn(this);
1048         }
1049 }
1050
1051 void Item_FindTeam(entity this)
1052 {
1053         entity e;
1054
1055         if(this.effects & EF_NODRAW)
1056         {
1057                 // marker for item team search
1058                 LOG_TRACE("Initializing item team ", ftos(this.team));
1059                 RandomSelection_Init();
1060                 IL_EACH(g_items, it.team == this.team,
1061                 {
1062                         if(it.itemdef) // is a registered item
1063                                 RandomSelection_AddEnt(it, it.cnt, 0);
1064                 });
1065
1066                 e = RandomSelection_chosen_ent;
1067                 e.state = 0;
1068                 Item_Show(e, 1);
1069
1070                 IL_EACH(g_items, it.team == this.team,
1071                 {
1072                         if(it.itemdef) // is a registered item
1073                         {
1074                                 if(it != e)
1075                                 {
1076                                         // make it non-spawned
1077                                         Item_Show(it, -1);
1078                                         it.state = 1; // state 1 = initially hidden item, apparently
1079                                 }
1080                                 it.effects &= ~EF_NODRAW;
1081                         }
1082                 });
1083
1084                 Item_Reset(this);
1085         }
1086 }
1087
1088 // Savage: used for item garbage-collection
1089 void RemoveItem(entity this)
1090 {
1091         if(wasfreed(this) || !this) { return; }
1092         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
1093         delete(this);
1094 }
1095
1096 // pickup evaluation functions
1097 // these functions decide how desirable an item is to the bots
1098
1099 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
1100
1101 float weapon_pickupevalfunc(entity player, entity item)
1102 {
1103         // See if I have it already
1104         if(player.weapons & item.weapons)
1105         {
1106                 // If I can pick it up
1107                 if(!item.spawnshieldtime)
1108                         return 0;
1109                 return ammo_pickupevalfunc(player, item);
1110         }
1111
1112         // reduce weapon value if bot already got a good arsenal
1113         float c = 1;
1114         int weapons_value = 0;
1115         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
1116                 weapons_value += it.bot_pickupbasevalue;
1117         });
1118         c -= bound(0, weapons_value / 20000, 1) * 0.5;
1119
1120         return item.bot_pickupbasevalue * c;
1121 }
1122
1123 float ammo_pickupevalfunc(entity player, entity item)
1124 {
1125         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
1126         entity wpn = NULL;
1127         float c = 0;
1128         float rating = 0;
1129
1130         // Detect needed ammo
1131         if(item.itemdef.instanceOfWeaponPickup)
1132         {
1133                 entity ammo = NULL;
1134                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
1135                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
1136                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
1137                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1138                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1139                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1140
1141                 if(!ammo)
1142                         return 0;
1143                 wpn = item;
1144                 rating = ammo.m_botvalue;
1145         }
1146         else
1147         {
1148                 FOREACH(Weapons, it != WEP_Null, {
1149                         if(!(player.weapons & (it.m_wepset)))
1150                                 continue;
1151
1152                         switch(it.ammo_field)
1153                         {
1154                                 case ammo_shells:  need_shells  = true; break;
1155                                 case ammo_nails:   need_nails   = true; break;
1156                                 case ammo_rockets: need_rockets = true; break;
1157                                 case ammo_cells:   need_cells   = true; break;
1158                                 case ammo_plasma:  need_plasma  = true; break;
1159                                 case ammo_fuel:    need_fuel    = true; break;
1160                         }
1161                 });
1162                 rating = item.bot_pickupbasevalue;
1163         }
1164
1165         float noammorating = 0.5;
1166
1167         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1168                 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1169
1170         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1171                 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1172
1173         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1174                 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1175
1176         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1177                 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1178
1179         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1180                 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1181
1182         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1183                 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1184
1185         rating *= min(c, 2);
1186         if(wpn)
1187                 rating += wpn.bot_pickupbasevalue * 0.1;
1188         return rating;
1189 }
1190
1191 .int item_group;
1192 .int item_group_count;
1193 float healtharmor_pickupevalfunc(entity player, entity item)
1194 {
1195         float c = 0;
1196         float rating = item.bot_pickupbasevalue;
1197
1198         float itemarmor = item.armorvalue;
1199         float itemhealth = item.health;
1200
1201         if(item.item_group)
1202         {
1203                 itemarmor *= min(4, item.item_group_count);
1204                 itemhealth *= min(4, item.item_group_count);
1205         }
1206
1207         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1208                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1209
1210         if (itemhealth && (player.health < item.max_health))
1211                 c = itemhealth / max(1, player.health);
1212
1213         rating *= min(2, c);
1214         return rating;
1215 }
1216
1217 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1218 {
1219         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1220                 RemoveItem(this);
1221 }
1222
1223 void item_use(entity this, entity actor, entity trigger)
1224 {
1225         // use the touch function to handle collection
1226         gettouch(this)(this, actor);
1227 }
1228
1229 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1230 {
1231         string itemname = def.m_name;
1232         Model itemmodel = def.m_model;
1233     Sound pickupsound = def.m_sound;
1234         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1235         float pickupbasevalue = def.m_botvalue;
1236         int itemflags = def.m_itemflags;
1237
1238         startitem_failed = false;
1239
1240         this.item_model_ent = itemmodel;
1241     this.item_pickupsound_ent = pickupsound;
1242
1243     if(def.m_iteminit)
1244         def.m_iteminit(this);
1245
1246         if(!this.respawntime) // both need to be set
1247         {
1248                 this.respawntime = defaultrespawntime;
1249                 this.respawntimejitter = defaultrespawntimejitter;
1250         }
1251
1252         if(!this.pickup_anyway && def.m_pickupanyway)
1253                 this.pickup_anyway = def.m_pickupanyway();
1254
1255         int itemid = def.m_itemid;
1256         this.items = itemid;
1257         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1258         this.weapon = weaponid;
1259
1260         if(!this.fade_end)
1261         {
1262                 this.fade_start = autocvar_g_items_mindist;
1263                 this.fade_end = autocvar_g_items_maxdist;
1264         }
1265
1266         if(weaponid)
1267                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1268
1269         this.flags = FL_ITEM | itemflags;
1270         IL_PUSH(g_items, this);
1271
1272         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1273         {
1274                 startitem_failed = true;
1275                 delete(this);
1276                 return;
1277         }
1278
1279         // is it a dropped weapon?
1280         if (this.classname == "droppedweapon")
1281         {
1282                 this.reset = SUB_Remove;
1283                 // it's a dropped weapon
1284                 set_movetype(this, MOVETYPE_TOSS);
1285
1286                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1287                 setthink(this, RemoveItem);
1288                 this.nextthink = time + 20;
1289
1290                 this.takedamage = DAMAGE_YES;
1291                 this.event_damage = Item_Damage;
1292
1293                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1294                 {
1295                         // if item is worthless after a timer, have it expire then
1296                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1297                 }
1298
1299                 // don't drop if in a NODROP zone (such as lava)
1300                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1301                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1302                 {
1303                         startitem_failed = true;
1304                         delete(this);
1305                         return;
1306                 }
1307         }
1308         else
1309         {
1310                 if(!have_pickup_item(this))
1311                 {
1312                         startitem_failed = true;
1313                         delete(this);
1314                         return;
1315                 }
1316
1317                 if(this.angles != '0 0 0')
1318                         this.SendFlags |= ISF_ANGLES;
1319
1320                 this.reset = Item_Reset;
1321                 // it's a level item
1322                 if(this.spawnflags & 1)
1323                         this.noalign = 1;
1324                 if (this.noalign > 0)
1325                         set_movetype(this, MOVETYPE_NONE);
1326                 else
1327                         set_movetype(this, MOVETYPE_TOSS);
1328                 // do item filtering according to game mode and other things
1329                 if (this.noalign <= 0)
1330                 {
1331                         // first nudge it off the floor a little bit to avoid math errors
1332                         setorigin(this, this.origin + '0 0 1');
1333                         // set item size before we spawn a spawnfunc_waypoint
1334                         setsize(this, def.m_mins, def.m_maxs);
1335                         this.SendFlags |= ISF_SIZE;
1336                         // note droptofloor returns false if stuck/or would fall too far
1337                         if (!this.noalign)
1338                                 droptofloor(this);
1339                         waypoint_spawnforitem(this);
1340                 }
1341
1342                 /*
1343                  * can't do it that way, as it would break maps
1344                  * TODO make a target_give like entity another way, that perhaps has
1345                  * the weapon name in a key
1346                 if(this.targetname)
1347                 {
1348                         // target_give not yet supported; maybe later
1349                         print("removed targeted ", this.classname, "\n");
1350                         startitem_failed = true;
1351                         delete(this);
1352                         return;
1353                 }
1354                 */
1355
1356                 if(this.targetname != "" && (this.spawnflags & 16))
1357                         this.use = item_use;
1358
1359                 if(autocvar_spawn_debug >= 2)
1360                 {
1361             // why not flags & fl_item?
1362                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1363                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1364                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1365                 error("Mapper sucks.");
1366             });
1367                         this.is_item = true;
1368                 }
1369
1370                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1371
1372                 precache_model(this.model);
1373                 precache_sound(this.item_pickupsound);
1374
1375                 if (   def.instanceOfPowerup
1376                         || def.instanceOfWeaponPickup
1377                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1378                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1379                         || (itemid & (IT_KEY1 | IT_KEY2))
1380                 ) this.target = "###item###"; // for finding the nearest item using find()
1381
1382                 Item_ItemsTime_SetTime(this, 0);
1383         }
1384
1385         this.bot_pickup = true;
1386         this.bot_pickupevalfunc = pickupevalfunc;
1387         this.bot_pickupbasevalue = pickupbasevalue;
1388         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1389         this.netname = itemname;
1390         settouch(this, Item_Touch);
1391         setmodel(this, MDL_Null); // precision set below
1392         //this.effects |= EF_LOWPRECISION;
1393
1394         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1395
1396         this.SendFlags |= ISF_SIZE;
1397
1398         if (!(this.spawnflags & 1024)) {
1399                 if(def.instanceOfPowerup)
1400                         this.ItemStatus |= ITS_ANIMATE1;
1401
1402                 if(this.armorvalue || this.health)
1403                         this.ItemStatus |= ITS_ANIMATE2;
1404         }
1405
1406         if(def.instanceOfWeaponPickup)
1407         {
1408                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1409                         this.colormap = 1024; // color shirt=0 pants=0 grey
1410                 else
1411                         this.gravity = 1;
1412                 if (!(this.spawnflags & 1024))
1413                         this.ItemStatus |= ITS_ANIMATE1;
1414                 this.SendFlags |= ISF_COLORMAP;
1415         }
1416
1417         this.state = 0;
1418         if(this.team) // broken, no idea why.
1419         {
1420                 if(!this.cnt)
1421                         this.cnt = 1; // item probability weight
1422
1423                 this.effects |= EF_NODRAW; // marker for item team search
1424                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1425         }
1426         else
1427                 Item_Reset(this);
1428
1429         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1430
1431         // call this hook after everything else has been done
1432         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1433         {
1434                 startitem_failed = true;
1435                 delete(this);
1436                 return;
1437         }
1438
1439         setItemGroup(this);
1440 }
1441
1442 void StartItem(entity this, GameItem def)
1443 {
1444     _StartItem(
1445         this,
1446         this.itemdef = def,
1447         def.m_respawntime(), // defaultrespawntime
1448         def.m_respawntimejitter() // defaultrespawntimejitter
1449         );
1450 }
1451
1452 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1453 int group_count = 1;
1454
1455 void setItemGroup(entity this)
1456 {
1457         if(!IS_SMALL(this.itemdef))
1458                 return;
1459
1460         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1461         {
1462                 if(!this.item_group)
1463                 {
1464                         if(!it.item_group)
1465                         {
1466                                 it.item_group = group_count;
1467                                 group_count++;
1468                         }
1469                         this.item_group = it.item_group;
1470                 }
1471                 else // spawning item is already part of a item_group X
1472                 {
1473                         if(!it.item_group)
1474                                 it.item_group = this.item_group;
1475                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1476                         {
1477                                 int grY = it.item_group;
1478                                 // move all items of item_group Y to item_group X
1479                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1480                                 {
1481                                         if(it.item_group == grY)
1482                                                 it.item_group = this.item_group;
1483                                 });
1484                         }
1485                 }
1486         });
1487 }
1488
1489 void setItemGroupCount()
1490 {
1491         for (int k = 1; k <= group_count; k++)
1492         {
1493                 int count = 0;
1494                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1495                 if (count)
1496                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1497         }
1498 }
1499
1500 spawnfunc(item_rockets)
1501 {
1502     StartItem(this, ITEM_Rockets);
1503 }
1504
1505 spawnfunc(item_bullets)
1506 {
1507         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1508            (this.classname != "droppedweapon"))
1509         {
1510                 weaponswapping = true;
1511                 spawnfunc_item_shells(this);
1512                 weaponswapping = false;
1513                 return;
1514         }
1515
1516     StartItem(this, ITEM_Bullets);
1517 }
1518
1519 spawnfunc(item_cells)
1520 {
1521         StartItem(this, ITEM_Cells);
1522 }
1523
1524 spawnfunc(item_plasma)
1525 {
1526         StartItem(this, ITEM_Plasma);
1527 }
1528
1529 spawnfunc(item_shells)
1530 {
1531         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1532            (this.classname != "droppedweapon"))
1533         {
1534                 weaponswapping = true;
1535                 spawnfunc_item_bullets(this);
1536                 weaponswapping = false;
1537                 return;
1538         }
1539
1540         StartItem(this, ITEM_Shells);
1541 }
1542
1543 spawnfunc(item_armor_small)
1544 {
1545         StartItem(this, ITEM_ArmorSmall);
1546 }
1547
1548 spawnfunc(item_armor_medium)
1549 {
1550         StartItem(this, ITEM_ArmorMedium);
1551 }
1552
1553 spawnfunc(item_armor_big)
1554 {
1555         StartItem(this, ITEM_ArmorBig);
1556 }
1557
1558 spawnfunc(item_armor_mega)
1559 {
1560         StartItem(this, ITEM_ArmorMega);
1561 }
1562
1563 spawnfunc(item_health_small)
1564 {
1565         StartItem(this, ITEM_HealthSmall);
1566 }
1567
1568 spawnfunc(item_health_medium)
1569 {
1570     StartItem(this, ITEM_HealthMedium);
1571 }
1572
1573 spawnfunc(item_health_big)
1574 {
1575         StartItem(this, ITEM_HealthBig);
1576 }
1577
1578 spawnfunc(item_health_mega)
1579 {
1580     StartItem(this, ITEM_HealthMega);
1581 }
1582
1583 // support old misnamed entities
1584 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1585 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1586 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1587 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1588 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1589 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1590 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1591
1592 spawnfunc(item_strength)
1593 {
1594         StartItem(this, ITEM_Strength);
1595 }
1596
1597 spawnfunc(item_invincible)
1598 {
1599         StartItem(this, ITEM_Shield);
1600 }
1601
1602 // compatibility:
1603 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1604
1605 void target_items_use(entity this, entity actor, entity trigger)
1606 {
1607         if(actor.classname == "droppedweapon")
1608         {
1609                 EXACTTRIGGER_TOUCH(this, trigger);
1610                 delete(actor);
1611                 return;
1612         }
1613
1614         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1615                 return;
1616
1617         if(trigger.solid == SOLID_TRIGGER)
1618         {
1619                 EXACTTRIGGER_TOUCH(this, trigger);
1620         }
1621
1622         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1623         {
1624                 delete(it);
1625         });
1626
1627         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1628                 centerprint(actor, this.message);
1629 }
1630
1631 spawnfunc(target_items)
1632 {
1633         int n;
1634         string s;
1635
1636         this.use = target_items_use;
1637         if(!this.strength_finished)
1638                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1639         if(!this.invincible_finished)
1640                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1641         if(!this.superweapons_finished)
1642                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1643
1644         n = tokenize_console(this.netname);
1645         if(argv(0) == "give")
1646         {
1647                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1648         }
1649         else
1650         {
1651                 for(int j = 0; j < n; ++j)
1652                 {
1653                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1654                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1655                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1656                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1657                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1658                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1659                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1660                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1661                         else
1662                         {
1663                                 FOREACH(Buffs, it != BUFF_Null,
1664                                 {
1665                                         s = Buff_UndeprecateName(argv(j));
1666                                         if(s == it.m_name)
1667                                         {
1668                                                 this.buffs |= (it.m_itemid);
1669                                                 break;
1670                                         }
1671                                 });
1672                                 FOREACH(Weapons, it != WEP_Null, {
1673                                         s = W_UndeprecateName(argv(j));
1674                                         if(s == it.netname)
1675                                         {
1676                                                 this.weapons |= (it.m_wepset);
1677                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1678                                                         it.wr_init(it);
1679                                                 break;
1680                                         }
1681                                 });
1682                         }
1683                 }
1684
1685                 string itemprefix, valueprefix;
1686                 if(this.spawnflags == 0)
1687                 {
1688                         itemprefix = "";
1689                         valueprefix = "";
1690                 }
1691                 else if(this.spawnflags == 1)
1692                 {
1693                         itemprefix = "max ";
1694                         valueprefix = "max ";
1695                 }
1696                 else if(this.spawnflags == 2)
1697                 {
1698                         itemprefix = "min ";
1699                         valueprefix = "min ";
1700                 }
1701                 else if(this.spawnflags == 4)
1702                 {
1703                         itemprefix = "minus ";
1704                         valueprefix = "max ";
1705                 }
1706                 else
1707                 {
1708                         error("invalid spawnflags");
1709                         itemprefix = valueprefix = string_null;
1710                 }
1711
1712                 this.netname = "";
1713                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1714                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1715                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1716                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1717                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1718                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1719                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1720                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1721                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1722                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1723                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1724                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1725                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1726                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1727                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1728                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1729                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1730         }
1731         this.netname = strzone(this.netname);
1732         //print(this.netname, "\n");
1733
1734         n = tokenize_console(this.netname);
1735         for(int j = 0; j < n; ++j)
1736         {
1737                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1738             it.wr_init(it);
1739             break;
1740                 });
1741         }
1742 }
1743
1744 spawnfunc(item_fuel)
1745 {
1746         StartItem(this, ITEM_JetpackFuel);
1747 }
1748
1749 spawnfunc(item_fuel_regen)
1750 {
1751         if(start_items & ITEM_JetpackRegen.m_itemid)
1752         {
1753                 spawnfunc_item_fuel(this);
1754                 return;
1755         }
1756         StartItem(this, ITEM_JetpackRegen);
1757 }
1758
1759 spawnfunc(item_jetpack)
1760 {
1761         if(start_items & ITEM_Jetpack.m_itemid)
1762         {
1763                 spawnfunc_item_fuel(this);
1764                 return;
1765         }
1766         StartItem(this, ITEM_Jetpack);
1767 }
1768
1769 float GiveWeapon(entity e, float wpn, float op, float val)
1770 {
1771         WepSet v0, v1;
1772         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1773         v0 = (e.weapons & s);
1774         switch(op)
1775         {
1776                 case OP_SET:
1777                         if(val > 0)
1778                                 e.weapons |= s;
1779                         else
1780                                 e.weapons &= ~s;
1781                         break;
1782                 case OP_MIN:
1783                 case OP_PLUS:
1784                         if(val > 0)
1785                                 e.weapons |= s;
1786                         break;
1787                 case OP_MAX:
1788                         if(val <= 0)
1789                                 e.weapons &= ~s;
1790                         break;
1791                 case OP_MINUS:
1792                         if(val > 0)
1793                                 e.weapons &= ~s;
1794                         break;
1795         }
1796         v1 = (e.weapons & s);
1797         return (v0 != v1);
1798 }
1799
1800 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1801 {
1802         bool had_buff = (e.buffs & thebuff.m_itemid);
1803         switch(op)
1804         {
1805                 case OP_SET:
1806                         if(val > 0)
1807                                 e.buffs |= thebuff.m_itemid;
1808                         else
1809                                 e.buffs &= ~thebuff.m_itemid;
1810                         break;
1811                 case OP_MIN:
1812                 case OP_PLUS:
1813                         if(val > 0)
1814                                 e.buffs |= thebuff.m_itemid;
1815                         break;
1816                 case OP_MAX:
1817                         if(val <= 0)
1818                                 e.buffs &= ~thebuff.m_itemid;
1819                         break;
1820                 case OP_MINUS:
1821                         if(val > 0)
1822                                 e.buffs &= ~thebuff.m_itemid;
1823                         break;
1824         }
1825         bool have_buff = (e.buffs & thebuff.m_itemid);
1826         return (had_buff != have_buff);
1827 }
1828
1829 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1830 {
1831         if(v1 == v0)
1832                 return;
1833         if(v1 <= v0 - t)
1834         {
1835                 if(snd_decr != NULL)
1836                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1837         }
1838         else if(v0 >= v0 + t)
1839         {
1840                 if(snd_incr != NULL)
1841                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1842         }
1843 }
1844
1845 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1846 {
1847         if(v0 < v1)
1848                 e.(rotfield) = max(e.(rotfield), time + rottime);
1849         else if(v0 > v1)
1850                 e.(regenfield) = max(e.(regenfield), time + regentime);
1851 }
1852 float GiveItems(entity e, float beginarg, float endarg)
1853 {
1854         float got, i, val, op;
1855         string cmd;
1856
1857         val = 999;
1858         op = OP_SET;
1859
1860         got = 0;
1861
1862         int _switchweapon = 0;
1863
1864         if(CS(e).autoswitch)
1865         {
1866                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1867                 {
1868                         .entity weaponentity = weaponentities[slot];
1869                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1870                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1871                                 _switchweapon |= BIT(slot);
1872                 }
1873         }
1874
1875         e.strength_finished = max(0, e.strength_finished - time);
1876         e.invincible_finished = max(0, e.invincible_finished - time);
1877         e.superweapons_finished = max(0, e.superweapons_finished - time);
1878
1879         PREGIVE(e, items);
1880         PREGIVE_WEAPONS(e);
1881         PREGIVE(e, strength_finished);
1882         PREGIVE(e, invincible_finished);
1883         PREGIVE(e, superweapons_finished);
1884         PREGIVE(e, ammo_nails);
1885         PREGIVE(e, ammo_cells);
1886         PREGIVE(e, ammo_plasma);
1887         PREGIVE(e, ammo_shells);
1888         PREGIVE(e, ammo_rockets);
1889         PREGIVE(e, ammo_fuel);
1890         PREGIVE(e, armorvalue);
1891         PREGIVE(e, health);
1892
1893         for(i = beginarg; i < endarg; ++i)
1894         {
1895                 cmd = argv(i);
1896
1897                 if(cmd == "0" || stof(cmd))
1898                 {
1899                         val = stof(cmd);
1900                         continue;
1901                 }
1902                 switch(cmd)
1903                 {
1904                         case "no":
1905                                 op = OP_MAX;
1906                                 val = 0;
1907                                 continue;
1908                         case "max":
1909                                 op = OP_MAX;
1910                                 continue;
1911                         case "min":
1912                                 op = OP_MIN;
1913                                 continue;
1914                         case "plus":
1915                                 op = OP_PLUS;
1916                                 continue;
1917                         case "minus":
1918                                 op = OP_MINUS;
1919                                 continue;
1920                         case "ALL":
1921                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1922                                 got += GiveValue(e, strength_finished, op, val);
1923                                 got += GiveValue(e, invincible_finished, op, val);
1924                                 got += GiveValue(e, superweapons_finished, op, val);
1925                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1926                         case "all":
1927                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1928                                 got += GiveValue(e, health, op, val);
1929                                 got += GiveValue(e, armorvalue, op, val);
1930                         case "allweapons":
1931                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1932                         //case "allbuffs": // all buffs makes a player god, do not want!
1933                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1934                         case "allammo":
1935                                 got += GiveValue(e, ammo_cells, op, val);
1936                                 got += GiveValue(e, ammo_plasma, op, val);
1937                                 got += GiveValue(e, ammo_shells, op, val);
1938                                 got += GiveValue(e, ammo_nails, op, val);
1939                                 got += GiveValue(e, ammo_rockets, op, val);
1940                                 got += GiveValue(e, ammo_fuel, op, val);
1941                                 break;
1942                         case "unlimited_ammo":
1943                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1944                                 break;
1945                         case "unlimited_weapon_ammo":
1946                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1947                                 break;
1948                         case "unlimited_superweapons":
1949                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1950                                 break;
1951                         case "jetpack":
1952                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1953                                 break;
1954                         case "fuel_regen":
1955                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1956                                 break;
1957                         case "strength":
1958                                 got += GiveValue(e, strength_finished, op, val);
1959                                 break;
1960                         case "invincible":
1961                                 got += GiveValue(e, invincible_finished, op, val);
1962                                 break;
1963                         case "superweapons":
1964                                 got += GiveValue(e, superweapons_finished, op, val);
1965                                 break;
1966                         case "cells":
1967                                 got += GiveValue(e, ammo_cells, op, val);
1968                                 break;
1969                         case "plasma":
1970                                 got += GiveValue(e, ammo_plasma, op, val);
1971                                 break;
1972                         case "shells":
1973                                 got += GiveValue(e, ammo_shells, op, val);
1974                                 break;
1975                         case "nails":
1976                         case "bullets":
1977                                 got += GiveValue(e, ammo_nails, op, val);
1978                                 break;
1979                         case "rockets":
1980                                 got += GiveValue(e, ammo_rockets, op, val);
1981                                 break;
1982                         case "health":
1983                                 got += GiveValue(e, health, op, val);
1984                                 break;
1985                         case "armor":
1986                                 got += GiveValue(e, armorvalue, op, val);
1987                                 break;
1988                         case "fuel":
1989                                 got += GiveValue(e, ammo_fuel, op, val);
1990                                 break;
1991                         default:
1992                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1993                                 {
1994                                         got += GiveBuff(e, it, op, val);
1995                                         break;
1996                                 });
1997                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1998                     got += GiveWeapon(e, it.m_id, op, val);
1999                     break;
2000                                 });
2001                                 break;
2002                 }
2003                 val = 999;
2004                 op = OP_SET;
2005         }
2006
2007         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
2008         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
2009         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
2010         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
2011         FOREACH(Weapons, it != WEP_Null, {
2012                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
2013                 if(!(save_weapons & (it.m_wepset)))
2014                         if(e.weapons & (it.m_wepset))
2015                                 it.wr_init(it);
2016         });
2017         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
2018         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
2019         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
2020         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
2021         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
2022         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
2023         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
2024         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
2025         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);
2026         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);
2027         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);
2028
2029         if(e.superweapons_finished <= 0)
2030                 if(e.weapons & WEPSET_SUPERWEAPONS)
2031                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
2032
2033         if(e.strength_finished <= 0)
2034                 e.strength_finished = 0;
2035         else
2036                 e.strength_finished += time;
2037         if(e.invincible_finished <= 0)
2038                 e.invincible_finished = 0;
2039         else
2040                 e.invincible_finished += time;
2041         if(e.superweapons_finished <= 0)
2042                 e.superweapons_finished = 0;
2043         else
2044                 e.superweapons_finished += time;
2045
2046         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2047         {
2048                 .entity weaponentity = weaponentities[slot];
2049                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
2050                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
2051                         _switchweapon |= BIT(slot);
2052         }
2053
2054         if(_switchweapon)
2055         {
2056                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
2057                 {
2058                         .entity weaponentity = weaponentities[slot];
2059                         if(_switchweapon & BIT(slot))
2060                         {
2061                                 Weapon wep = w_getbestweapon(e, weaponentity);
2062                                 if(wep != e.(weaponentity).m_switchweapon)
2063                                         W_SwitchWeapon_Force(e, wep, weaponentity);
2064                         }
2065                 }
2066         }
2067
2068         return got;
2069 }
2070 #endif