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Merge branch 'martin-t/gunalign' 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 void Item_ScheduleRespawn(entity e)
635 {
636         if(e.respawntime > 0)
637         {
638                 Item_Show(e, 0);
639                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
640         }
641         else // if respawntime is -1, this item does not respawn
642                 Item_Show(e, -1);
643 }
644
645 void Item_ScheduleInitialRespawn(entity e)
646 {
647         Item_Show(e, 0);
648         Item_ScheduleRespawnIn(e, max(0, game_starttime - time) + ((e.respawntimestart) ? e.respawntimestart : ITEM_RESPAWNTIME_INITIAL(e)));
649 }
650
651 float Item_GiveAmmoTo(entity item, entity player, .float ammotype, float ammomax, float mode)
652 {
653         if (!item.(ammotype))
654                 return false;
655
656         if (item.spawnshieldtime)
657         {
658                 if ((player.(ammotype) < ammomax) || item.pickup_anyway > 0)
659                 {
660                         player.(ammotype) = bound(player.(ammotype), ammomax, player.(ammotype) + item.(ammotype));
661                         goto YEAH;
662                 }
663         }
664         else if(g_weapon_stay == 2)
665         {
666                 float mi = min(item.(ammotype), ammomax);
667                 if (player.(ammotype) < mi)
668                 {
669                         player.(ammotype) = mi;
670                         goto YEAH;
671                 }
672         }
673
674         return false;
675
676 LABEL(YEAH)
677         switch(mode)
678         {
679                 case ITEM_MODE_FUEL:
680                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
681                         break;
682                 case ITEM_MODE_HEALTH:
683                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
684                         break;
685                 case ITEM_MODE_ARMOR:
686                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
687                         break;
688                 default:
689                         break;
690         }
691         return true;
692 }
693
694 float Item_GiveTo(entity item, entity player)
695 {
696         float pickedup;
697
698         // if nothing happens to player, just return without taking the item
699         pickedup = false;
700         int _switchweapon = 0;
701         // in case the player has autoswitch enabled do the following:
702         // if the player is using their best weapon before items are given, they
703         // probably want to switch to an even better weapon after items are given
704
705         if(CS(player).autoswitch)
706         {
707                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
708                 {
709                         .entity weaponentity = weaponentities[slot];
710                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
711                         {
712                                 if(player.(weaponentity).m_switchweapon == w_getbestweapon(player, weaponentity))
713                                         _switchweapon |= BIT(slot);
714
715                                 if(!(player.weapons & WepSet_FromWeapon(player.(weaponentity).m_switchweapon)))
716                                         _switchweapon |= BIT(slot);
717                         }
718                 }
719         }
720
721         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
722         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
723         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
724         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
725         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
726         pickedup |= Item_GiveAmmoTo(item, player, ammo_plasma, g_pickup_plasma_max, ITEM_MODE_NONE);
727         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
728         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
729
730         if (item.itemdef.instanceOfWeaponPickup)
731         {
732                 WepSet w;
733                 w = item.weapons;
734                 w &= ~player.weapons;
735
736                 if (w || (item.spawnshieldtime && item.pickup_anyway > 0))
737                 {
738                         pickedup = true;
739                         FOREACH(Weapons, it != WEP_Null, {
740                                 if(w & (it.m_wepset))
741                                 {
742                                         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
743                                         {
744                                                 .entity weaponentity = weaponentities[slot];
745                                                 if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
746                                                         W_DropEvent(wr_pickup, player, it.m_id, item, weaponentity);
747                                         }
748                                         W_GiveWeapon(player, it.m_id);
749                                 }
750                         });
751                 }
752         }
753
754         if (item.itemdef.instanceOfPowerup)
755         {
756                 if ((item.itemdef == ITEM_JetpackRegen) && !(player.items & IT_FUEL_REGEN))
757                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_FUELREGEN_GOT);
758                 else if ((item.itemdef == ITEM_Jetpack) && !(player.items & IT_JETPACK))
759                         Send_Notification(NOTIF_ONE, player, MSG_CENTER, CENTER_ITEM_JETPACK_GOT);
760         }
761
762         int its;
763         if((its = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
764         {
765                 pickedup = true;
766                 player.items |= its;
767                 Send_Notification(NOTIF_ONE, player, MSG_INFO, INFO_ITEM_WEAPON_GOT, item.netname);
768         }
769
770         if (item.strength_finished)
771         {
772                 pickedup = true;
773                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
774         }
775         if (item.invincible_finished)
776         {
777                 pickedup = true;
778                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
779         }
780         if (item.superweapons_finished)
781         {
782                 pickedup = true;
783                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
784         }
785
786 LABEL(skip)
787
788         // always eat teamed entities
789         if(item.team)
790                 pickedup = true;
791
792         if (!pickedup)
793                 return 0;
794
795         // crude hack to enforce switching weapons
796         if(g_cts && item.itemdef.instanceOfWeaponPickup)
797         {
798                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
799                 {
800                         .entity weaponentity = weaponentities[slot];
801                         if(player.(weaponentity).m_weapon != WEP_Null || slot == 0)
802                                 W_SwitchWeapon_Force(player, Weapons_from(item.weapon), weaponentity);
803                 }
804                 return 1;
805         }
806
807         if(_switchweapon)
808         {
809                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
810                 {
811                         .entity weaponentity = weaponentities[slot];
812                         if(_switchweapon & BIT(slot))
813                         if(player.(weaponentity).m_switchweapon != w_getbestweapon(player, weaponentity))
814                                 W_SwitchWeapon_Force(player, w_getbestweapon(player, weaponentity), weaponentity);
815                 }
816         }
817
818         return 1;
819 }
820
821 void Item_Touch(entity this, entity toucher)
822 {
823
824         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
825         if (this.classname == "droppedweapon")
826         {
827                 if (ITEM_TOUCH_NEEDKILL())
828                 {
829                         delete(this);
830                         return;
831                 }
832         }
833
834         if(!(toucher.flags & FL_PICKUPITEMS)
835         || STAT(FROZEN, toucher)
836         || IS_DEAD(toucher)
837         || (this.solid != SOLID_TRIGGER)
838         || (this.owner == toucher)
839         || (time < this.item_spawnshieldtime)
840         ) { return; }
841
842         switch (MUTATOR_CALLHOOK(ItemTouch, this, toucher))
843         {
844                 case MUT_ITEMTOUCH_RETURN: { return; }
845                 case MUT_ITEMTOUCH_PICKUP: { toucher = M_ARGV(1, entity); goto pickup; }
846         }
847
848         toucher = M_ARGV(1, entity);
849
850         if (this.classname == "droppedweapon")
851         {
852                 this.strength_finished = max(0, this.strength_finished - time);
853                 this.invincible_finished = max(0, this.invincible_finished - time);
854                 this.superweapons_finished = max(0, this.superweapons_finished - time);
855         }
856         entity it = this.itemdef;
857         bool gave = ITEM_HANDLE(Pickup, it, this, toucher);
858         if (!gave)
859         {
860                 if (this.classname == "droppedweapon")
861                 {
862                         // undo what we did above
863                         this.strength_finished += time;
864                         this.invincible_finished += time;
865                         this.superweapons_finished += time;
866                 }
867                 return;
868         }
869
870 LABEL(pickup)
871
872         toucher.last_pickup = time;
873
874         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
875         _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);
876
877         if (this.classname == "droppedweapon")
878                 delete(this);
879         else if (this.spawnshieldtime)
880         {
881                 entity e;
882                 if(this.team)
883                 {
884                         RandomSelection_Init();
885                         IL_EACH(g_items, it.team == this.team,
886                         {
887                                 if(it.itemdef) // is a registered item
888                                 {
889                                         Item_Show(it, -1);
890                                         RandomSelection_AddEnt(it, it.cnt, 0);
891                                 }
892                         });
893                         e = RandomSelection_chosen_ent;
894                         Item_Show(e, 1); // reset its state so it is visible (extra sendflags doesn't matter, this happens anyway)
895                 }
896                 else
897                         e = this;
898                 Item_ScheduleRespawn(e);
899         }
900 }
901
902 void Item_Reset(entity this)
903 {
904         Item_Show(this, !this.state);
905         setorigin(this, this.origin);
906
907         if (this.classname != "droppedweapon")
908         {
909                 setthink(this, Item_Think);
910                 this.nextthink = time;
911
912                 if (this.waypointsprite_attached)
913                         WaypointSprite_Kill(this.waypointsprite_attached);
914
915                 if (this.itemdef.instanceOfPowerup || (this.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
916                         Item_ScheduleInitialRespawn(this);
917         }
918 }
919
920 void Item_FindTeam(entity this)
921 {
922         entity e;
923
924         if(this.effects & EF_NODRAW)
925         {
926                 // marker for item team search
927                 LOG_TRACE("Initializing item team ", ftos(this.team));
928                 RandomSelection_Init();
929                 IL_EACH(g_items, it.team == this.team,
930                 {
931                         if(it.itemdef) // is a registered item
932                                 RandomSelection_AddEnt(it, it.cnt, 0);
933                 });
934
935                 e = RandomSelection_chosen_ent;
936                 e.state = 0;
937                 Item_Show(e, 1);
938
939                 IL_EACH(g_items, it.team == this.team,
940                 {
941                         if(it.itemdef) // is a registered item
942                         {
943                                 if(it != e)
944                                 {
945                                         // make it non-spawned
946                                         Item_Show(it, -1);
947                                         it.state = 1; // state 1 = initially hidden item, apparently
948                                 }
949                                 it.effects &= ~EF_NODRAW;
950                         }
951                 });
952
953                 Item_Reset(this);
954         }
955 }
956
957 // Savage: used for item garbage-collection
958 void RemoveItem(entity this)
959 {
960         if(wasfreed(this) || !this) { return; }
961         Send_Effect(EFFECT_ITEM_PICKUP, CENTER_OR_VIEWOFS(this), '0 0 0', 1);
962         delete(this);
963 }
964
965 // pickup evaluation functions
966 // these functions decide how desirable an item is to the bots
967
968 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
969
970 float weapon_pickupevalfunc(entity player, entity item)
971 {
972         // See if I have it already
973         if(player.weapons & item.weapons)
974         {
975                 // If I can pick it up
976                 if(!item.spawnshieldtime)
977                         return 0;
978                 return ammo_pickupevalfunc(player, item);
979         }
980
981         // reduce weapon value if bot already got a good arsenal
982         float c = 1;
983         int weapons_value = 0;
984         FOREACH(Weapons, it != WEP_Null && (player.weapons & it.m_wepset), {
985                 weapons_value += it.bot_pickupbasevalue;
986         });
987         c -= bound(0, weapons_value / 20000, 1) * 0.5;
988
989         return item.bot_pickupbasevalue * c;
990 }
991
992 float ammo_pickupevalfunc(entity player, entity item)
993 {
994         bool need_shells = false, need_nails = false, need_rockets = false, need_cells = false, need_plasma = false, need_fuel = false;
995         entity wpn = NULL;
996         float c = 0;
997         float rating = 0;
998
999         // Detect needed ammo
1000         if(item.itemdef.instanceOfWeaponPickup)
1001         {
1002                 entity ammo = NULL;
1003                 if(item.ammo_shells)       { need_shells  = true; ammo = ITEM_Shells;      }
1004                 else if(item.ammo_nails)   { need_nails   = true; ammo = ITEM_Bullets;     }
1005                 else if(item.ammo_rockets) { need_rockets = true; ammo = ITEM_Rockets;     }
1006                 else if(item.ammo_cells)   { need_cells   = true; ammo = ITEM_Cells;       }
1007                 else if(item.ammo_plasma)  { need_plasma  = true; ammo = ITEM_Plasma;      }
1008                 else if(item.ammo_fuel)    { need_fuel    = true; ammo = ITEM_JetpackFuel; }
1009
1010                 if(!ammo)
1011                         return 0;
1012                 wpn = item;
1013                 rating = ammo.m_botvalue;
1014         }
1015         else
1016         {
1017                 FOREACH(Weapons, it != WEP_Null, {
1018                         if(!(player.weapons & (it.m_wepset)))
1019                                 continue;
1020
1021                         switch(it.ammo_field)
1022                         {
1023                                 case ammo_shells:  need_shells  = true; break;
1024                                 case ammo_nails:   need_nails   = true; break;
1025                                 case ammo_rockets: need_rockets = true; break;
1026                                 case ammo_cells:   need_cells   = true; break;
1027                                 case ammo_plasma:  need_plasma  = true; break;
1028                                 case ammo_fuel:    need_fuel    = true; break;
1029                         }
1030                 });
1031                 rating = item.bot_pickupbasevalue;
1032         }
1033
1034         float noammorating = 0.5;
1035
1036         if ((need_shells) && (item.ammo_shells) && (player.ammo_shells < g_pickup_shells_max))
1037                 c = item.ammo_shells / max(noammorating, player.ammo_shells);
1038
1039         if ((need_nails) && (item.ammo_nails) && (player.ammo_nails < g_pickup_nails_max))
1040                 c = item.ammo_nails / max(noammorating, player.ammo_nails);
1041
1042         if ((need_rockets) && (item.ammo_rockets) && (player.ammo_rockets < g_pickup_rockets_max))
1043                 c = item.ammo_rockets / max(noammorating, player.ammo_rockets);
1044
1045         if ((need_cells) && (item.ammo_cells) && (player.ammo_cells < g_pickup_cells_max))
1046                 c = item.ammo_cells / max(noammorating, player.ammo_cells);
1047
1048         if ((need_plasma) && (item.ammo_plasma) && (player.ammo_plasma < g_pickup_plasma_max))
1049                 c = item.ammo_plasma / max(noammorating, player.ammo_plasma);
1050
1051         if ((need_fuel) && (item.ammo_fuel) && (player.ammo_fuel < g_pickup_fuel_max))
1052                 c = item.ammo_fuel / max(noammorating, player.ammo_fuel);
1053
1054         rating *= min(c, 2);
1055         if(wpn)
1056                 rating += wpn.bot_pickupbasevalue * 0.1;
1057         return rating;
1058 }
1059
1060 .int item_group;
1061 .int item_group_count;
1062 float healtharmor_pickupevalfunc(entity player, entity item)
1063 {
1064         float c = 0;
1065         float rating = item.bot_pickupbasevalue;
1066
1067         float itemarmor = item.armorvalue;
1068         float itemhealth = item.health;
1069
1070         if(item.item_group)
1071         {
1072                 itemarmor *= min(4, item.item_group_count);
1073                 itemhealth *= min(4, item.item_group_count);
1074         }
1075
1076         if (itemarmor && (player.armorvalue < item.max_armorvalue))
1077                 c = itemarmor / max(1, player.armorvalue * 2/3 + player.health * 1/3);
1078
1079         if (itemhealth && (player.health < item.max_health))
1080                 c = itemhealth / max(1, player.health);
1081
1082         rating *= min(2, c);
1083         return rating;
1084 }
1085
1086 void Item_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
1087 {
1088         if(ITEM_DAMAGE_NEEDKILL(deathtype))
1089                 RemoveItem(this);
1090 }
1091
1092 void item_use(entity this, entity actor, entity trigger)
1093 {
1094         // use the touch function to handle collection
1095         gettouch(this)(this, actor);
1096 }
1097
1098 void _StartItem(entity this, entity def, float defaultrespawntime, float defaultrespawntimejitter)
1099 {
1100         string itemname = def.m_name;
1101         Model itemmodel = def.m_model;
1102     Sound pickupsound = def.m_sound;
1103         float(entity player, entity item) pickupevalfunc = def.m_pickupevalfunc;
1104         float pickupbasevalue = def.m_botvalue;
1105         int itemflags = def.m_itemflags;
1106
1107         startitem_failed = false;
1108
1109         this.item_model_ent = itemmodel;
1110     this.item_pickupsound_ent = pickupsound;
1111
1112     if(def.m_iteminit)
1113         def.m_iteminit(this);
1114
1115         if(!this.respawntime) // both need to be set
1116         {
1117                 this.respawntime = defaultrespawntime;
1118                 this.respawntimejitter = defaultrespawntimejitter;
1119         }
1120
1121         if(!this.pickup_anyway && def.m_pickupanyway)
1122                 this.pickup_anyway = def.m_pickupanyway();
1123
1124         int itemid = def.m_itemid;
1125         this.items = itemid;
1126         int weaponid = def.instanceOfWeaponPickup ? def.m_weapon.m_id : 0;
1127         this.weapon = weaponid;
1128
1129         if(!this.fade_end)
1130         {
1131                 this.fade_start = autocvar_g_items_mindist;
1132                 this.fade_end = autocvar_g_items_maxdist;
1133         }
1134
1135         if(weaponid)
1136                 this.weapons = WepSet_FromWeapon(Weapons_from(weaponid));
1137
1138         this.flags = FL_ITEM | itemflags;
1139         IL_PUSH(g_items, this);
1140
1141         if(MUTATOR_CALLHOOK(FilterItem, this)) // error means we do not want the item
1142         {
1143                 startitem_failed = true;
1144                 delete(this);
1145                 return;
1146         }
1147
1148         // is it a dropped weapon?
1149         if (this.classname == "droppedweapon")
1150         {
1151                 this.reset = SUB_Remove;
1152                 // it's a dropped weapon
1153                 set_movetype(this, MOVETYPE_TOSS);
1154
1155                 // Savage: remove thrown items after a certain period of time ("garbage collection")
1156                 setthink(this, RemoveItem);
1157                 this.nextthink = time + 20;
1158
1159                 this.takedamage = DAMAGE_YES;
1160                 this.event_damage = Item_Damage;
1161
1162                 if(this.strength_finished || this.invincible_finished || this.superweapons_finished)
1163                 {
1164                         // if item is worthless after a timer, have it expire then
1165                         this.nextthink = max(this.strength_finished, this.invincible_finished, this.superweapons_finished);
1166                 }
1167
1168                 // don't drop if in a NODROP zone (such as lava)
1169                 traceline(this.origin, this.origin, MOVE_NORMAL, this);
1170                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
1171                 {
1172                         startitem_failed = true;
1173                         delete(this);
1174                         return;
1175                 }
1176         }
1177         else
1178         {
1179                 if(!have_pickup_item(this))
1180                 {
1181                         startitem_failed = true;
1182                         delete(this);
1183                         return;
1184                 }
1185
1186                 if(this.angles != '0 0 0')
1187                         this.SendFlags |= ISF_ANGLES;
1188
1189                 this.reset = Item_Reset;
1190                 // it's a level item
1191                 if(this.spawnflags & 1)
1192                         this.noalign = 1;
1193                 if (this.noalign > 0)
1194                         set_movetype(this, MOVETYPE_NONE);
1195                 else
1196                         set_movetype(this, MOVETYPE_TOSS);
1197                 // do item filtering according to game mode and other things
1198                 if (this.noalign <= 0)
1199                 {
1200                         // first nudge it off the floor a little bit to avoid math errors
1201                         setorigin(this, this.origin + '0 0 1');
1202                         // set item size before we spawn a spawnfunc_waypoint
1203                         setsize(this, def.m_mins, def.m_maxs);
1204                         this.SendFlags |= ISF_SIZE;
1205                         // note droptofloor returns false if stuck/or would fall too far
1206                         if (!this.noalign)
1207                                 droptofloor(this);
1208                         waypoint_spawnforitem(this);
1209                 }
1210
1211                 /*
1212                  * can't do it that way, as it would break maps
1213                  * TODO make a target_give like entity another way, that perhaps has
1214                  * the weapon name in a key
1215                 if(this.targetname)
1216                 {
1217                         // target_give not yet supported; maybe later
1218                         print("removed targeted ", this.classname, "\n");
1219                         startitem_failed = true;
1220                         delete(this);
1221                         return;
1222                 }
1223                 */
1224
1225                 if(this.targetname != "" && (this.spawnflags & 16))
1226                         this.use = item_use;
1227
1228                 if(autocvar_spawn_debug >= 2)
1229                 {
1230             // why not flags & fl_item?
1231                     FOREACH_ENTITY_RADIUS(this.origin, 3, it.is_item, {
1232                 LOG_TRACE("XXX Found duplicated item: ", itemname, vtos(this.origin));
1233                 LOG_TRACE(" vs ", it.netname, vtos(it.origin));
1234                 error("Mapper sucks.");
1235             });
1236                         this.is_item = true;
1237                 }
1238
1239                 weaponsInMap |= WepSet_FromWeapon(Weapons_from(weaponid));
1240
1241                 precache_model(this.model);
1242                 precache_sound(this.item_pickupsound);
1243
1244                 if (   def.instanceOfPowerup
1245                         || def.instanceOfWeaponPickup
1246                         || (def.instanceOfHealth && def != ITEM_HealthSmall)
1247                         || (def.instanceOfArmor && def != ITEM_ArmorSmall)
1248                         || (itemid & (IT_KEY1 | IT_KEY2))
1249                 ) this.target = "###item###"; // for finding the nearest item using find()
1250
1251                 Item_ItemsTime_SetTime(this, 0);
1252         }
1253
1254         this.bot_pickup = true;
1255         this.bot_pickupevalfunc = pickupevalfunc;
1256         this.bot_pickupbasevalue = pickupbasevalue;
1257         this.mdl = this.model ? this.model : strzone(this.item_model_ent.model_str());
1258         this.netname = itemname;
1259         settouch(this, Item_Touch);
1260         setmodel(this, MDL_Null); // precision set below
1261         //this.effects |= EF_LOWPRECISION;
1262
1263         setsize (this, this.pos1 =  def.m_mins, this.pos2 = def.m_maxs);
1264
1265         this.SendFlags |= ISF_SIZE;
1266
1267         if (!(this.spawnflags & 1024)) {
1268                 if(def.instanceOfPowerup)
1269                         this.ItemStatus |= ITS_ANIMATE1;
1270
1271                 if(this.armorvalue || this.health)
1272                         this.ItemStatus |= ITS_ANIMATE2;
1273         }
1274
1275         if(def.instanceOfWeaponPickup)
1276         {
1277                 if (this.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1278                         this.colormap = 1024; // color shirt=0 pants=0 grey
1279                 else
1280                         this.gravity = 1;
1281                 if (!(this.spawnflags & 1024))
1282                         this.ItemStatus |= ITS_ANIMATE1;
1283                 this.SendFlags |= ISF_COLORMAP;
1284         }
1285
1286         this.state = 0;
1287         if(this.team) // broken, no idea why.
1288         {
1289                 if(!this.cnt)
1290                         this.cnt = 1; // item probability weight
1291
1292                 this.effects |= EF_NODRAW; // marker for item team search
1293                 InitializeEntity(this, Item_FindTeam, INITPRIO_FINDTARGET);
1294         }
1295         else
1296                 Item_Reset(this);
1297
1298         Net_LinkEntity(this, !(def.instanceOfPowerup || def.instanceOfHealth || def.instanceOfArmor), 0, ItemSend);
1299
1300         // call this hook after everything else has been done
1301         if (MUTATOR_CALLHOOK(Item_Spawn, this))
1302         {
1303                 startitem_failed = true;
1304                 delete(this);
1305                 return;
1306         }
1307
1308         setItemGroup(this);
1309 }
1310
1311 void StartItem(entity this, GameItem def)
1312 {
1313     _StartItem(
1314         this,
1315         this.itemdef = def,
1316         def.m_respawntime(), // defaultrespawntime
1317         def.m_respawntimejitter() // defaultrespawntimejitter
1318         );
1319 }
1320
1321 #define IS_SMALL(def) ((def.instanceOfHealth && def == ITEM_HealthSmall) || (def.instanceOfArmor && def == ITEM_ArmorSmall))
1322 int group_count = 1;
1323
1324 void setItemGroup(entity this)
1325 {
1326         if(!IS_SMALL(this.itemdef))
1327                 return;
1328
1329         FOREACH_ENTITY_RADIUS(this.origin, 120, (it != this) && IS_SMALL(it.itemdef),
1330         {
1331                 if(!this.item_group)
1332                 {
1333                         if(!it.item_group)
1334                         {
1335                                 it.item_group = group_count;
1336                                 group_count++;
1337                         }
1338                         this.item_group = it.item_group;
1339                 }
1340                 else // spawning item is already part of a item_group X
1341                 {
1342                         if(!it.item_group)
1343                                 it.item_group = this.item_group;
1344                         else if(it.item_group != this.item_group) // found an item near the spawning item that is part of a different item_group Y
1345                         {
1346                                 int grY = it.item_group;
1347                                 // move all items of item_group Y to item_group X
1348                                 IL_EACH(g_items, IS_SMALL(it.itemdef),
1349                                 {
1350                                         if(it.item_group == grY)
1351                                                 it.item_group = this.item_group;
1352                                 });
1353                         }
1354                 }
1355         });
1356 }
1357
1358 void setItemGroupCount()
1359 {
1360         for (int k = 1; k <= group_count; k++)
1361         {
1362                 int count = 0;
1363                 IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { count++; });
1364                 if (count)
1365                         IL_EACH(g_items, IS_SMALL(it.itemdef) && it.item_group == k, { it.item_group_count = count; });
1366         }
1367 }
1368
1369 spawnfunc(item_rockets)
1370 {
1371     StartItem(this, ITEM_Rockets);
1372 }
1373
1374 spawnfunc(item_bullets)
1375 {
1376         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1377            (this.classname != "droppedweapon"))
1378         {
1379                 weaponswapping = true;
1380                 spawnfunc_item_shells(this);
1381                 weaponswapping = false;
1382                 return;
1383         }
1384
1385     StartItem(this, ITEM_Bullets);
1386 }
1387
1388 spawnfunc(item_cells)
1389 {
1390         StartItem(this, ITEM_Cells);
1391 }
1392
1393 spawnfunc(item_plasma)
1394 {
1395         StartItem(this, ITEM_Plasma);
1396 }
1397
1398 spawnfunc(item_shells)
1399 {
1400         if(!weaponswapping && autocvar_sv_q3acompat_machineshotgunswap &&
1401            (this.classname != "droppedweapon"))
1402         {
1403                 weaponswapping = true;
1404                 spawnfunc_item_bullets(this);
1405                 weaponswapping = false;
1406                 return;
1407         }
1408
1409         StartItem(this, ITEM_Shells);
1410 }
1411
1412 spawnfunc(item_armor_small)
1413 {
1414         StartItem(this, ITEM_ArmorSmall);
1415 }
1416
1417 spawnfunc(item_armor_medium)
1418 {
1419         StartItem(this, ITEM_ArmorMedium);
1420 }
1421
1422 spawnfunc(item_armor_big)
1423 {
1424         StartItem(this, ITEM_ArmorBig);
1425 }
1426
1427 spawnfunc(item_armor_mega)
1428 {
1429         StartItem(this, ITEM_ArmorMega);
1430 }
1431
1432 spawnfunc(item_health_small)
1433 {
1434         StartItem(this, ITEM_HealthSmall);
1435 }
1436
1437 spawnfunc(item_health_medium)
1438 {
1439     StartItem(this, ITEM_HealthMedium);
1440 }
1441
1442 spawnfunc(item_health_big)
1443 {
1444         StartItem(this, ITEM_HealthBig);
1445 }
1446
1447 spawnfunc(item_health_mega)
1448 {
1449     StartItem(this, ITEM_HealthMega);
1450 }
1451
1452 // support old misnamed entities
1453 spawnfunc(item_armor1) { spawnfunc_item_armor_small(this); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1454 spawnfunc(item_armor25) { spawnfunc_item_armor_mega(this); }
1455 spawnfunc(item_armor_large) { spawnfunc_item_armor_mega(this); }
1456 spawnfunc(item_health1) { spawnfunc_item_health_small(this); }
1457 spawnfunc(item_health25) { spawnfunc_item_health_medium(this); }
1458 spawnfunc(item_health_large) { spawnfunc_item_health_big(this); }
1459 spawnfunc(item_health100) { spawnfunc_item_health_mega(this); }
1460
1461 spawnfunc(item_strength)
1462 {
1463         StartItem(this, ITEM_Strength);
1464 }
1465
1466 spawnfunc(item_invincible)
1467 {
1468         StartItem(this, ITEM_Shield);
1469 }
1470
1471 // compatibility:
1472 spawnfunc(item_quad) { this.classname = "item_strength";spawnfunc_item_strength(this);}
1473
1474 void target_items_use(entity this, entity actor, entity trigger)
1475 {
1476         if(actor.classname == "droppedweapon")
1477         {
1478                 EXACTTRIGGER_TOUCH(this, trigger);
1479                 delete(actor);
1480                 return;
1481         }
1482
1483         if (!IS_PLAYER(actor) || IS_DEAD(actor))
1484                 return;
1485
1486         if(trigger.solid == SOLID_TRIGGER)
1487         {
1488                 EXACTTRIGGER_TOUCH(this, trigger);
1489         }
1490
1491         IL_EACH(g_items, it.enemy == actor && it.classname == "droppedweapon",
1492         {
1493                 delete(it);
1494         });
1495
1496         if(GiveItems(actor, 0, tokenize_console(this.netname)))
1497                 centerprint(actor, this.message);
1498 }
1499
1500 spawnfunc(target_items)
1501 {
1502         int n;
1503         string s;
1504
1505         this.use = target_items_use;
1506         if(!this.strength_finished)
1507                 this.strength_finished = autocvar_g_balance_powerup_strength_time;
1508         if(!this.invincible_finished)
1509                 this.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1510         if(!this.superweapons_finished)
1511                 this.superweapons_finished = autocvar_g_balance_superweapons_time;
1512
1513         n = tokenize_console(this.netname);
1514         if(argv(0) == "give")
1515         {
1516                 this.netname = substring(this.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1517         }
1518         else
1519         {
1520                 for(int j = 0; j < n; ++j)
1521                 {
1522                         if     (argv(j) == "unlimited_ammo")         this.items |= IT_UNLIMITED_AMMO;
1523                         else if(argv(j) == "unlimited_weapon_ammo")  this.items |= IT_UNLIMITED_WEAPON_AMMO;
1524                         else if(argv(j) == "unlimited_superweapons") this.items |= IT_UNLIMITED_SUPERWEAPONS;
1525                         else if(argv(j) == "strength")               this.items |= ITEM_Strength.m_itemid;
1526                         else if(argv(j) == "invincible")             this.items |= ITEM_Shield.m_itemid;
1527                         else if(argv(j) == "superweapons")           this.items |= IT_SUPERWEAPON;
1528                         else if(argv(j) == "jetpack")                this.items |= ITEM_Jetpack.m_itemid;
1529                         else if(argv(j) == "fuel_regen")             this.items |= ITEM_JetpackRegen.m_itemid;
1530                         else
1531                         {
1532                                 FOREACH(Buffs, it != BUFF_Null,
1533                                 {
1534                                         s = Buff_UndeprecateName(argv(j));
1535                                         if(s == it.m_name)
1536                                         {
1537                                                 this.buffs |= (it.m_itemid);
1538                                                 break;
1539                                         }
1540                                 });
1541                                 FOREACH(Weapons, it != WEP_Null, {
1542                                         s = W_UndeprecateName(argv(j));
1543                                         if(s == it.netname)
1544                                         {
1545                                                 this.weapons |= (it.m_wepset);
1546                                                 if(this.spawnflags == 0 || this.spawnflags == 2)
1547                                                         it.wr_init(it);
1548                                                 break;
1549                                         }
1550                                 });
1551                         }
1552                 }
1553
1554                 string itemprefix, valueprefix;
1555                 if(this.spawnflags == 0)
1556                 {
1557                         itemprefix = "";
1558                         valueprefix = "";
1559                 }
1560                 else if(this.spawnflags == 1)
1561                 {
1562                         itemprefix = "max ";
1563                         valueprefix = "max ";
1564                 }
1565                 else if(this.spawnflags == 2)
1566                 {
1567                         itemprefix = "min ";
1568                         valueprefix = "min ";
1569                 }
1570                 else if(this.spawnflags == 4)
1571                 {
1572                         itemprefix = "minus ";
1573                         valueprefix = "max ";
1574                 }
1575                 else
1576                 {
1577                         error("invalid spawnflags");
1578                         itemprefix = valueprefix = string_null;
1579                 }
1580
1581                 this.netname = "";
1582                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1583                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1584                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.strength_finished * boolean(this.items & ITEM_Strength.m_itemid), "strength");
1585                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.invincible_finished * boolean(this.items & ITEM_Shield.m_itemid), "invincible");
1586                 this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, this.superweapons_finished * boolean(this.items & IT_SUPERWEAPON), "superweapons");
1587                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_Jetpack.m_itemid), "jetpack");
1588                 this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, boolean(this.items & ITEM_JetpackRegen.m_itemid), "fuel_regen");
1589                 if(this.ammo_shells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_shells), "shells");
1590                 if(this.ammo_nails != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_nails), "nails");
1591                 if(this.ammo_rockets != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_rockets), "rockets");
1592                 if(this.ammo_cells != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_cells), "cells");
1593                 if(this.ammo_plasma != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_plasma), "plasma");
1594                 if(this.ammo_fuel != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.ammo_fuel), "fuel");
1595                 if(this.health != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.health), "health");
1596                 if(this.armorvalue != 0) this.netname = sprintf("%s %s%d %s", this.netname, valueprefix, max(0, this.armorvalue), "armor");
1597                 FOREACH(Buffs, it != BUFF_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.buffs & (it.m_itemid)), it.m_name));
1598                 FOREACH(Weapons, it != WEP_Null, this.netname = sprintf("%s %s%d %s", this.netname, itemprefix, !!(this.weapons & (it.m_wepset)), it.netname));
1599         }
1600         this.netname = strzone(this.netname);
1601         //print(this.netname, "\n");
1602
1603         n = tokenize_console(this.netname);
1604         for(int j = 0; j < n; ++j)
1605         {
1606                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(argv(j)) == it.netname, {
1607             it.wr_init(it);
1608             break;
1609                 });
1610         }
1611 }
1612
1613 spawnfunc(item_fuel)
1614 {
1615         StartItem(this, ITEM_JetpackFuel);
1616 }
1617
1618 spawnfunc(item_fuel_regen)
1619 {
1620         if(start_items & ITEM_JetpackRegen.m_itemid)
1621         {
1622                 spawnfunc_item_fuel(this);
1623                 return;
1624         }
1625         StartItem(this, ITEM_JetpackRegen);
1626 }
1627
1628 spawnfunc(item_jetpack)
1629 {
1630         if(start_items & ITEM_Jetpack.m_itemid)
1631         {
1632                 spawnfunc_item_fuel(this);
1633                 return;
1634         }
1635         StartItem(this, ITEM_Jetpack);
1636 }
1637
1638 float GiveWeapon(entity e, float wpn, float op, float val)
1639 {
1640         WepSet v0, v1;
1641         WepSet s = WepSet_FromWeapon(Weapons_from(wpn));
1642         v0 = (e.weapons & s);
1643         switch(op)
1644         {
1645                 case OP_SET:
1646                         if(val > 0)
1647                                 e.weapons |= s;
1648                         else
1649                                 e.weapons &= ~s;
1650                         break;
1651                 case OP_MIN:
1652                 case OP_PLUS:
1653                         if(val > 0)
1654                                 e.weapons |= s;
1655                         break;
1656                 case OP_MAX:
1657                         if(val <= 0)
1658                                 e.weapons &= ~s;
1659                         break;
1660                 case OP_MINUS:
1661                         if(val > 0)
1662                                 e.weapons &= ~s;
1663                         break;
1664         }
1665         v1 = (e.weapons & s);
1666         return (v0 != v1);
1667 }
1668
1669 bool GiveBuff(entity e, Buff thebuff, int op, int val)
1670 {
1671         bool had_buff = (e.buffs & thebuff.m_itemid);
1672         switch(op)
1673         {
1674                 case OP_SET:
1675                         if(val > 0)
1676                                 e.buffs |= thebuff.m_itemid;
1677                         else
1678                                 e.buffs &= ~thebuff.m_itemid;
1679                         break;
1680                 case OP_MIN:
1681                 case OP_PLUS:
1682                         if(val > 0)
1683                                 e.buffs |= thebuff.m_itemid;
1684                         break;
1685                 case OP_MAX:
1686                         if(val <= 0)
1687                                 e.buffs &= ~thebuff.m_itemid;
1688                         break;
1689                 case OP_MINUS:
1690                         if(val > 0)
1691                                 e.buffs &= ~thebuff.m_itemid;
1692                         break;
1693         }
1694         bool have_buff = (e.buffs & thebuff.m_itemid);
1695         return (had_buff != have_buff);
1696 }
1697
1698 void GiveSound(entity e, float v0, float v1, float t, Sound snd_incr, Sound snd_decr)
1699 {
1700         if(v1 == v0)
1701                 return;
1702         if(v1 <= v0 - t)
1703         {
1704                 if(snd_decr != NULL)
1705                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1706         }
1707         else if(v0 >= v0 + t)
1708         {
1709                 if(snd_incr != NULL)
1710                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1711         }
1712 }
1713
1714 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1715 {
1716         if(v0 < v1)
1717                 e.(rotfield) = max(e.(rotfield), time + rottime);
1718         else if(v0 > v1)
1719                 e.(regenfield) = max(e.(regenfield), time + regentime);
1720 }
1721 float GiveItems(entity e, float beginarg, float endarg)
1722 {
1723         float got, i, val, op;
1724         string cmd;
1725
1726         val = 999;
1727         op = OP_SET;
1728
1729         got = 0;
1730
1731         int _switchweapon = 0;
1732
1733         if(CS(e).autoswitch)
1734         {
1735                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1736                 {
1737                         .entity weaponentity = weaponentities[slot];
1738                         if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1739                         if(e.(weaponentity).m_switchweapon == w_getbestweapon(e, weaponentity))
1740                                 _switchweapon |= BIT(slot);
1741                 }
1742         }
1743
1744         e.strength_finished = max(0, e.strength_finished - time);
1745         e.invincible_finished = max(0, e.invincible_finished - time);
1746         e.superweapons_finished = max(0, e.superweapons_finished - time);
1747
1748         PREGIVE(e, items);
1749         PREGIVE_WEAPONS(e);
1750         PREGIVE(e, strength_finished);
1751         PREGIVE(e, invincible_finished);
1752         PREGIVE(e, superweapons_finished);
1753         PREGIVE(e, ammo_nails);
1754         PREGIVE(e, ammo_cells);
1755         PREGIVE(e, ammo_plasma);
1756         PREGIVE(e, ammo_shells);
1757         PREGIVE(e, ammo_rockets);
1758         PREGIVE(e, ammo_fuel);
1759         PREGIVE(e, armorvalue);
1760         PREGIVE(e, health);
1761
1762         for(i = beginarg; i < endarg; ++i)
1763         {
1764                 cmd = argv(i);
1765
1766                 if(cmd == "0" || stof(cmd))
1767                 {
1768                         val = stof(cmd);
1769                         continue;
1770                 }
1771                 switch(cmd)
1772                 {
1773                         case "no":
1774                                 op = OP_MAX;
1775                                 val = 0;
1776                                 continue;
1777                         case "max":
1778                                 op = OP_MAX;
1779                                 continue;
1780                         case "min":
1781                                 op = OP_MIN;
1782                                 continue;
1783                         case "plus":
1784                                 op = OP_PLUS;
1785                                 continue;
1786                         case "minus":
1787                                 op = OP_MINUS;
1788                                 continue;
1789                         case "ALL":
1790                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1791                                 got += GiveValue(e, strength_finished, op, val);
1792                                 got += GiveValue(e, invincible_finished, op, val);
1793                                 got += GiveValue(e, superweapons_finished, op, val);
1794                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1795                         case "all":
1796                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1797                                 got += GiveValue(e, health, op, val);
1798                                 got += GiveValue(e, armorvalue, op, val);
1799                         case "allweapons":
1800                                 FOREACH(Weapons, it != WEP_Null && !(it.spawnflags & WEP_FLAG_MUTATORBLOCKED), got += GiveWeapon(e, it.m_id, op, val));
1801                         //case "allbuffs": // all buffs makes a player god, do not want!
1802                                 //FOREACH(Buffs, it != BUFF_Null, got += GiveBuff(e, it.m_itemid, op, val));
1803                         case "allammo":
1804                                 got += GiveValue(e, ammo_cells, op, val);
1805                                 got += GiveValue(e, ammo_plasma, op, val);
1806                                 got += GiveValue(e, ammo_shells, op, val);
1807                                 got += GiveValue(e, ammo_nails, op, val);
1808                                 got += GiveValue(e, ammo_rockets, op, val);
1809                                 got += GiveValue(e, ammo_fuel, op, val);
1810                                 break;
1811                         case "unlimited_ammo":
1812                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1813                                 break;
1814                         case "unlimited_weapon_ammo":
1815                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1816                                 break;
1817                         case "unlimited_superweapons":
1818                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1819                                 break;
1820                         case "jetpack":
1821                                 got += GiveBit(e, items, ITEM_Jetpack.m_itemid, op, val);
1822                                 break;
1823                         case "fuel_regen":
1824                                 got += GiveBit(e, items, ITEM_JetpackRegen.m_itemid, op, val);
1825                                 break;
1826                         case "strength":
1827                                 got += GiveValue(e, strength_finished, op, val);
1828                                 break;
1829                         case "invincible":
1830                                 got += GiveValue(e, invincible_finished, op, val);
1831                                 break;
1832                         case "superweapons":
1833                                 got += GiveValue(e, superweapons_finished, op, val);
1834                                 break;
1835                         case "cells":
1836                                 got += GiveValue(e, ammo_cells, op, val);
1837                                 break;
1838                         case "plasma":
1839                                 got += GiveValue(e, ammo_plasma, op, val);
1840                                 break;
1841                         case "shells":
1842                                 got += GiveValue(e, ammo_shells, op, val);
1843                                 break;
1844                         case "nails":
1845                         case "bullets":
1846                                 got += GiveValue(e, ammo_nails, op, val);
1847                                 break;
1848                         case "rockets":
1849                                 got += GiveValue(e, ammo_rockets, op, val);
1850                                 break;
1851                         case "health":
1852                                 got += GiveValue(e, health, op, val);
1853                                 break;
1854                         case "armor":
1855                                 got += GiveValue(e, armorvalue, op, val);
1856                                 break;
1857                         case "fuel":
1858                                 got += GiveValue(e, ammo_fuel, op, val);
1859                                 break;
1860                         default:
1861                                 FOREACH(Buffs, it != BUFF_Null && Buff_UndeprecateName(cmd) == it.m_name,
1862                                 {
1863                                         got += GiveBuff(e, it, op, val);
1864                                         break;
1865                                 });
1866                                 FOREACH(Weapons, it != WEP_Null && W_UndeprecateName(cmd) == it.netname, {
1867                     got += GiveWeapon(e, it.m_id, op, val);
1868                     break;
1869                                 });
1870                                 break;
1871                 }
1872                 val = 999;
1873                 op = OP_SET;
1874         }
1875
1876         POSTGIVE_BIT(e, items, ITEM_JetpackRegen.m_itemid, SND_ITEMPICKUP, SND_Null);
1877         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, SND_POWERUP, SND_POWEROFF);
1878         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, SND_POWERUP, SND_POWEROFF);
1879         POSTGIVE_BIT(e, items, ITEM_Jetpack.m_itemid, SND_ITEMPICKUP, SND_Null);
1880         FOREACH(Weapons, it != WEP_Null, {
1881                 POSTGIVE_WEAPON(e, it, SND_WEAPONPICKUP, SND_Null);
1882                 if(!(save_weapons & (it.m_wepset)))
1883                         if(e.weapons & (it.m_wepset))
1884                                 it.wr_init(it);
1885         });
1886         POSTGIVE_VALUE(e, strength_finished, 1, SND_POWERUP, SND_POWEROFF);
1887         POSTGIVE_VALUE(e, invincible_finished, 1, SND_Shield, SND_POWEROFF);
1888         //POSTGIVE_VALUE(e, superweapons_finished, 1, SND_Null, SND_Null);
1889         POSTGIVE_VALUE(e, ammo_nails, 0, SND_ITEMPICKUP, SND_Null);
1890         POSTGIVE_VALUE(e, ammo_cells, 0, SND_ITEMPICKUP, SND_Null);
1891         POSTGIVE_VALUE(e, ammo_plasma, 0, SND_ITEMPICKUP, SND_Null);
1892         POSTGIVE_VALUE(e, ammo_shells, 0, SND_ITEMPICKUP, SND_Null);
1893         POSTGIVE_VALUE(e, ammo_rockets, 0, SND_ITEMPICKUP, SND_Null);
1894         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, SND_ITEMPICKUP, SND_Null);
1895         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_ARMOR25, SND_Null);
1896         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, SND_MEGAHEALTH, SND_Null);
1897
1898         if(e.superweapons_finished <= 0)
1899                 if(e.weapons & WEPSET_SUPERWEAPONS)
1900                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1901
1902         if(e.strength_finished <= 0)
1903                 e.strength_finished = 0;
1904         else
1905                 e.strength_finished += time;
1906         if(e.invincible_finished <= 0)
1907                 e.invincible_finished = 0;
1908         else
1909                 e.invincible_finished += time;
1910         if(e.superweapons_finished <= 0)
1911                 e.superweapons_finished = 0;
1912         else
1913                 e.superweapons_finished += time;
1914
1915         for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1916         {
1917                 .entity weaponentity = weaponentities[slot];
1918                 if(e.(weaponentity).m_weapon != WEP_Null || slot == 0)
1919                 if(!(e.weapons & WepSet_FromWeapon(e.(weaponentity).m_switchweapon)))
1920                         _switchweapon |= BIT(slot);
1921         }
1922
1923         if(_switchweapon)
1924         {
1925                 for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
1926                 {
1927                         .entity weaponentity = weaponentities[slot];
1928                         if(_switchweapon & BIT(slot))
1929                         {
1930                                 Weapon wep = w_getbestweapon(e, weaponentity);
1931                                 if(wep != e.(weaponentity).m_switchweapon)
1932                                         W_SwitchWeapon_Force(e, wep, weaponentity);
1933                         }
1934                 }
1935         }
1936
1937         return got;
1938 }
1939 #endif