fix scale networking
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / t_items.qc
1 #define ISF_LOCATION 2
2 #define ISF_MODEL    4
3 #define ISF_STATUS   8
4     #define ITS_STAYWEP   1
5     #define ITS_ANIMATE1  2
6     #define ITS_ANIMATE2  4
7     #define ITS_AVAILABLE 8
8     #define ITS_ALLOWFB   16
9     #define ITS_ALLOWSI   32
10     #define ITS_POWERUP   64
11 #define ISF_COLORMAP 16
12 #define ISF_DROP 32
13 #define ISF_ANGLES 64
14
15 .float ItemStatus;
16
17 #ifdef CSQC
18
19 var float  autocvar_cl_animate_items = 1;
20 var float  autocvar_cl_ghost_items = 0.45;
21 var vector autocvar_cl_ghost_items_color = '-1 -1 -1';
22 var float  autocvar_cl_fullbright_items = 0;
23 var vector autocvar_cl_weapon_stay_color = '2 0.5 0.5';
24 var float  autocvar_cl_weapon_stay_alpha = 0.75;
25 var float  autocvar_cl_simple_items = 0;
26 var string autocvr_cl_simpleitems_postfix = "_simple";
27 .float  spawntime;
28 .float  gravity;
29 .vector colormod;
30 void ItemDraw()
31 {
32     if(self.gravity)
33     {
34         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
35         if(self.move_flags & FL_ONGROUND)
36         { // For some reason move_avelocity gets set to '0 0 0' here ...
37             self.oldorigin = self.origin;
38             self.gravity = 0;
39
40             if(autocvar_cl_animate_items)
41             { // ... so reset it if animations are requested.
42                 if(self.ItemStatus & ITS_ANIMATE1)
43                     self.move_avelocity = '0 180 0';
44
45                 if(self.ItemStatus & ITS_ANIMATE2)
46                     self.move_avelocity = '0 -90 0';
47             }
48         }
49     }
50     else if (autocvar_cl_animate_items)
51     {
52         if(self.ItemStatus & ITS_ANIMATE1)
53         {
54             self.angles += self.move_avelocity * frametime;
55             setorigin(self, '0 0 10' + self.oldorigin + '0 0 8' * sin(time * 2));
56         }
57
58         if(self.ItemStatus & ITS_ANIMATE2)
59         {
60             self.angles += self.move_avelocity * frametime;
61             setorigin(self, '0 0 8' + self.oldorigin + '0 0 4' * sin(time * 3));
62         }
63     }
64 }
65
66 void ItemDrawSimple()
67 {
68     if(self.gravity)
69     {
70         Movetype_Physics_MatchServer(autocvar_cl_projectiles_sloppy);
71
72         if(self.move_flags & FL_ONGROUND)
73             self.gravity = 0;
74     }
75 }
76
77 void ItemRead(float _IsNew)
78 {
79     float sf = ReadByte();
80
81     if(sf & ISF_LOCATION)
82     {
83         self.origin_x = ReadCoord();
84         self.origin_y = ReadCoord();
85         self.origin_z = ReadCoord();
86         setorigin(self, self.origin);
87         self.oldorigin = self.origin;
88     }
89
90     if(sf & ISF_ANGLES)
91     {
92         self.angles_x = ReadCoord();
93         self.angles_y = ReadCoord();
94         self.angles_z = ReadCoord();
95         self.move_angles = self.angles;
96     }
97
98     if(sf & ISF_STATUS) // need to read/write status frist so model can handle simple, fb etc.
99     {
100         self.ItemStatus = ReadByte();
101
102         if(self.ItemStatus & ITS_AVAILABLE)
103         {
104             self.alpha = 1;
105             self.colormod = self.glowmod = '1 1 1';
106         }
107         else
108         {
109             if (autocvar_cl_ghost_items_color)
110             {
111                 self.alpha = autocvar_cl_ghost_items;
112                 self.colormod = self.glowmod = autocvar_cl_ghost_items_color;
113             }
114             else
115                 self.alpha = -1;
116         }
117
118         if(autocvar_cl_fullbright_items)
119             if(self.ItemStatus & ITS_ALLOWFB)
120                 self.effects |= EF_FULLBRIGHT;
121
122         if(self.ItemStatus & ITS_STAYWEP)
123         {
124             self.colormod = self.glowmod = autocvar_cl_weapon_stay_color;
125             self.alpha = autocvar_cl_weapon_stay_alpha;
126
127         }
128
129         if(self.ItemStatus & ITS_POWERUP)
130         {
131             if(self.ItemStatus & ITS_AVAILABLE)
132                 self.effects |= (EF_ADDITIVE | EF_FULLBRIGHT);
133             else
134                  self.effects &= ~(EF_ADDITIVE | EF_FULLBRIGHT);
135         }
136     }
137
138     if(sf & ISF_MODEL)
139     {
140         self.drawmask  = MASK_NORMAL;
141         self.movetype  = MOVETYPE_NOCLIP;
142         self.draw       = ItemDraw;
143
144         if(self.mdl)
145             strunzone(self.mdl);
146
147         self.mdl = "";
148         string _fn = ReadString();
149
150         if(autocvar_cl_simple_items && (self.ItemStatus & ITS_ALLOWSI))
151         {
152             string _fn2 = substring(_fn, 0 , strlen(_fn) -4);
153             self.draw = ItemDrawSimple;
154
155
156
157             if(fexists(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix)))
158                 self.mdl = strzone(sprintf("%s%s.md3", _fn2, autocvr_cl_simpleitems_postfix));
159             else if(fexists(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix)))
160                 self.mdl = strzone(sprintf("%s%s.dpm", _fn2, autocvr_cl_simpleitems_postfix));
161             else if(fexists(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix)))
162                 self.mdl = strzone(sprintf("%s%s.iqm", _fn2, autocvr_cl_simpleitems_postfix));
163             else if(fexists(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix)))
164                 self.mdl = strzone(sprintf("%s%s.obj", _fn2, autocvr_cl_simpleitems_postfix));
165             else
166             {
167                 self.draw = ItemDraw;
168                 dprint("Simple item requested for ", _fn, " but no model exsist for it\n");
169             }
170         }
171
172         if(self.draw != ItemDrawSimple)
173             self.mdl = strzone(_fn);
174
175
176         if(self.mdl == "")
177             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, " tell tZork aboute this!\n");
178
179         precache_model(self.mdl);
180         setmodel(self, self.mdl);
181     }
182
183     if(sf & ISF_COLORMAP)
184         self.colormap = ReadShort();
185
186     if(sf & ISF_DROP)
187     {
188         self.gravity = 1;
189         self.move_angles = '0 0 0';
190         self.move_movetype = MOVETYPE_TOSS;
191         self.move_velocity_x = ReadCoord();
192         self.move_velocity_y = ReadCoord();
193         self.move_velocity_z = ReadCoord();
194         self.velocity = self.move_velocity;
195         self.move_origin = self.oldorigin;
196
197         if(!self.move_time)
198         {
199             self.move_time = time;
200             self.spawntime = time;
201         }
202         else
203             self.move_time = max(self.move_time, time);
204     }
205
206     if(autocvar_cl_animate_items)
207     {
208         if(self.ItemStatus & ITS_ANIMATE1)
209             self.move_avelocity = '0 180 0';
210
211         if(self.ItemStatus & ITS_ANIMATE2)
212             self.move_avelocity = '0 -90 0';
213     }
214 }
215
216 #endif
217
218 #ifdef SVQC
219 float autocvar_sv_simple_items;
220 float ItemSend(entity to, float sf)
221 {
222     if(self.gravity)
223         sf |= ISF_DROP;
224     else
225         sf &= ~ISF_DROP;
226
227         WriteByte(MSG_ENTITY, ENT_CLIENT_ITEM);
228         WriteByte(MSG_ENTITY, sf);
229
230         //WriteByte(MSG_ENTITY, self.cnt);
231     if(sf & ISF_LOCATION)
232     {
233         WriteCoord(MSG_ENTITY, self.origin_x);
234         WriteCoord(MSG_ENTITY, self.origin_y);
235         WriteCoord(MSG_ENTITY, self.origin_z);
236     }
237
238     if(sf & ISF_ANGLES)
239     {
240         WriteCoord(MSG_ENTITY, self.angles_x);
241         WriteCoord(MSG_ENTITY, self.angles_y);
242         WriteCoord(MSG_ENTITY, self.angles_z);
243     }
244
245     if(sf & ISF_STATUS)
246         WriteByte(MSG_ENTITY, self.ItemStatus);
247
248     if(sf & ISF_MODEL)
249     {
250
251         if(self.mdl == "")
252             dprint("^1WARNING!^7 self.mdl is unset for item ", self.classname, "exspect a crash just aboute now\n");
253
254         WriteString(MSG_ENTITY, self.mdl);
255     }
256
257
258     if(sf & ISF_COLORMAP)
259         WriteShort(MSG_ENTITY, self.colormap);
260
261     if(sf & ISF_DROP)
262     {
263         WriteCoord(MSG_ENTITY, self.velocity_x);
264         WriteCoord(MSG_ENTITY, self.velocity_y);
265         WriteCoord(MSG_ENTITY, self.velocity_z);
266     }
267
268     return TRUE;
269 }
270
271 void ItemUpdate(entity item)
272 {
273         item.SendFlags |= ISF_LOCATION;
274 }
275
276 float have_pickup_item(void)
277 {
278         if(self.flags & FL_POWERUP)
279         {
280                 if(autocvar_g_powerups > 0)
281                         return TRUE;
282                 if(autocvar_g_powerups == 0)
283                         return FALSE;
284         }
285         else
286         {
287                 if(autocvar_g_pickup_items > 0)
288                         return TRUE;
289                 if(autocvar_g_pickup_items == 0)
290                         return FALSE;
291                 if(g_weaponarena)
292                         if(self.weapons || (self.items & IT_AMMO))
293                                 return FALSE;
294         }
295         return TRUE;
296 }
297
298 #define ITEM_RESPAWN_TICKS 10
299
300 #define ITEM_RESPAWNTIME(i)         ((i).respawntime + crandom() * (i).respawntimejitter)
301         // range: respawntime - respawntimejitter .. respawntime + respawntimejitter
302 #define ITEM_RESPAWNTIME_INITIAL(i) (ITEM_RESPAWN_TICKS + random() * ((i).respawntime + (i).respawntimejitter - ITEM_RESPAWN_TICKS))
303         // range: 10 .. respawntime + respawntimejitter
304
305 floatfield Item_CounterField(float it)
306 {
307         switch(it)
308         {
309                 case IT_SHELLS:      return ammo_shells;
310                 case IT_NAILS:       return ammo_nails;
311                 case IT_ROCKETS:     return ammo_rockets;
312                 case IT_CELLS:       return ammo_cells;
313                 case IT_FUEL:        return ammo_fuel;
314                 case IT_5HP:         return health;
315                 case IT_25HP:        return health;
316                 case IT_HEALTH:      return health;
317                 case IT_ARMOR_SHARD: return armorvalue;
318                 case IT_ARMOR:       return armorvalue;
319                 // add more things here (health, armor)
320                 default:             error("requested item has no counter field");
321         }
322 #ifdef GMQCC
323         // should never happen
324         return health;
325 #endif
326 }
327
328 string Item_CounterFieldName(float it)
329 {
330         switch(it)
331         {
332                 case IT_SHELLS:      return "shells";
333                 case IT_NAILS:       return "nails";
334                 case IT_ROCKETS:     return "rockets";
335                 case IT_CELLS:       return "cells";
336                 case IT_FUEL:        return "fuel";
337
338                 // add more things here (health, armor)
339                 default:             error("requested item has no counter field name");
340         }
341 #ifdef GMQCC
342         // should never happen
343         return string_null;
344 #endif
345 }
346
347 .float max_armorvalue;
348 .float pickup_anyway;
349 /*
350 float Item_Customize()
351 {
352         if(self.spawnshieldtime)
353                 return TRUE;
354         if(self.weapons & ~other.weapons)
355         {
356                 self.colormod = '0 0 0';
357                 self.glowmod = self.colormod;
358                 self.alpha = 0.5 + 0.5 * g_ghost_items; // halfway more alpha
359                 return TRUE;
360         }
361         else
362         {
363                 if(g_ghost_items)
364                 {
365                         self.colormod = stov(autocvar_g_ghost_items_color);
366                         self.glowmod = self.colormod;
367                         self.alpha = g_ghost_items;
368                         return TRUE;
369                 }
370                 else
371                         return FALSE;
372         }
373 }
374 */
375
376 void Item_Show (entity e, float mode)
377 {
378         e.effects &= ~(EF_ADDITIVE | EF_STARDUST | EF_FULLBRIGHT | EF_NODEPTHTEST);
379         e.ItemStatus &= ~ITS_STAYWEP;
380         if (mode > 0)
381         {
382                 // make the item look normal, and be touchable
383                 e.model = e.mdl;
384                 e.solid = SOLID_TRIGGER;
385                 e.spawnshieldtime = 1;
386                 e.ItemStatus |= ITS_AVAILABLE;
387         }
388         else if (mode < 0)
389         {
390                 // hide the item completely
391                 e.model = string_null;
392                 e.solid = SOLID_NOT;
393                 e.spawnshieldtime = 1;
394                 e.ItemStatus &= ~ITS_AVAILABLE;
395         }
396         else if((e.flags & FL_WEAPON) && !(e.flags & FL_NO_WEAPON_STAY) && g_weapon_stay)
397         {
398                 // make the item translucent and not touchable
399                 e.model = e.mdl;
400                 e.solid = SOLID_TRIGGER; // can STILL be picked up!
401                 e.effects |= EF_STARDUST;
402                 e.spawnshieldtime = 0; // field indicates whether picking it up may give you anything other than the weapon
403                 e.ItemStatus |= (ITS_AVAILABLE | ITS_STAYWEP);
404         }
405         else
406         {
407                 //setmodel(e, "null");
408                 e.solid = SOLID_NOT;
409                 e.colormod = '0 0 0';
410                 e.glowmod = e.colormod;
411                 e.spawnshieldtime = 1;
412                 e.ItemStatus &= ~ITS_AVAILABLE;
413         }
414
415         if (e.items & IT_STRENGTH || e.items & IT_INVINCIBLE)
416             e.ItemStatus |= ITS_POWERUP;
417
418         if (autocvar_g_nodepthtestitems)
419                 e.effects |= EF_NODEPTHTEST;
420
421
422     if (autocvar_g_fullbrightitems)
423                 e.ItemStatus |= ITS_ALLOWFB;
424
425         if (autocvar_sv_simple_items)
426         e.ItemStatus |= ITS_ALLOWSI;
427
428         // relink entity (because solid may have changed)
429         setorigin(e, e.origin);
430     e.SendFlags |= ISF_STATUS;
431 }
432
433 void Item_Respawn (void)
434 {
435         Item_Show(self, 1);
436         // this is ugly...
437         if(self.items == IT_STRENGTH)
438                 sound (self, CH_TRIGGER, "misc/strength_respawn.wav", VOL_BASE, ATTEN_NORM);    // play respawn sound
439         else if(self.items == IT_INVINCIBLE)
440                 sound (self, CH_TRIGGER, "misc/shield_respawn.wav", VOL_BASE, ATTEN_NORM);      // play respawn sound
441         else
442                 sound (self, CH_TRIGGER, "misc/itemrespawn.wav", VOL_BASE, ATTEN_NORM); // play respawn sound
443         setorigin (self, self.origin);
444
445         //pointparticles(particleeffectnum("item_respawn"), self.origin + self.mins_z * '0 0 1' + '0 0 48', '0 0 0', 1);
446         pointparticles(particleeffectnum("item_respawn"), self.origin + 0.5 * (self.mins + self.maxs), '0 0 0', 1);
447 }
448
449 void Item_RespawnCountdown (void)
450 {
451         if(self.count >= ITEM_RESPAWN_TICKS)
452         {
453                 if(self.waypointsprite_attached)
454                         WaypointSprite_Kill(self.waypointsprite_attached);
455                 Item_Respawn();
456         }
457         else
458         {
459                 self.nextthink = time + 1;
460                 self.count += 1;
461                 if(self.count == 1)
462                 {
463                         string name;
464                         vector rgb = '1 0 1';
465                         name = string_null;
466                         switch(self.items)
467                         {
468                                 case IT_FUEL_REGEN: name = "item-fuelregen"; rgb = '1 0.5 0'; break;
469                                 case IT_JETPACK:    name = "item-jetpack"; rgb = '0.5 0.5 0.5'; break;
470                                 case IT_STRENGTH:   name = "item-strength"; rgb = '0 0 1'; break;
471                                 case IT_INVINCIBLE: name = "item-shield"; rgb = '1 0 1'; break;
472                         }
473                         item_name = name;
474                         item_color = rgb;
475                         MUTATOR_CALLHOOK(Item_RespawnCountdown);
476                         name = item_name;
477                         rgb = item_color;
478                         if(self.flags & FL_WEAPON)
479                         {
480                                 entity wi = get_weaponinfo(self.weapon);
481                                 if(wi)
482                                 {
483                                         name = wi.model2;
484                                         rgb = '1 0 0';
485                                 }
486                         }
487                         if(name)
488                         {
489                                 WaypointSprite_Spawn(name, 0, 0, self, '0 0 64', world, 0, self, waypointsprite_attached, TRUE, RADARICON_POWERUP, rgb);
490                                 if(self.waypointsprite_attached)
491                                         WaypointSprite_UpdateBuildFinished(self.waypointsprite_attached, time + ITEM_RESPAWN_TICKS);
492                         }
493                         else
494                         {
495                                 print("Unknown powerup-marked item is wanting to respawn\n");
496                                 localcmd(sprintf("prvm_edict server %d\n", num_for_edict(self)));
497                         }
498                 }
499                 sound (self, CH_TRIGGER, "misc/itemrespawncountdown.wav", VOL_BASE, ATTEN_NORM);        // play respawn sound
500                 if(self.waypointsprite_attached)
501                 {
502                         WaypointSprite_Ping(self.waypointsprite_attached);
503                         //WaypointSprite_UpdateHealth(self.waypointsprite_attached, self.count);
504                 }
505         }
506 }
507
508 void Item_ScheduleRespawnIn(entity e, float t)
509 {
510         if((e.flags & FL_POWERUP) || (e.weapons & WEPSET_SUPERWEAPONS))
511         {
512                 e.think = Item_RespawnCountdown;
513                 e.nextthink = time + max(0, t - ITEM_RESPAWN_TICKS);
514                 e.count = 0;
515         }
516         else
517         {
518                 e.think = Item_Respawn;
519                 e.nextthink = time + t;
520         }
521 }
522
523 void Item_ScheduleRespawn(entity e)
524 {
525         if(e.respawntime > 0)
526         {
527                 Item_Show(e, 0);
528                 Item_ScheduleRespawnIn(e, ITEM_RESPAWNTIME(e));
529         }
530         else // if respawntime is -1, this item does not respawn
531                 Item_Show(e, -1);
532 }
533
534 void Item_ScheduleInitialRespawn(entity e)
535 {
536         Item_Show(e, 0);
537         Item_ScheduleRespawnIn(e, game_starttime - time + ITEM_RESPAWNTIME_INITIAL(e));
538 }
539
540 const float ITEM_MODE_NONE = 0;
541 const float ITEM_MODE_HEALTH = 1;
542 const float ITEM_MODE_ARMOR = 2;
543 const float ITEM_MODE_FUEL = 3;
544 float Item_GiveAmmoTo(entity item, entity player, .float ammofield, float ammomax, float mode)
545 {
546         if (!item.ammofield)
547                 return FALSE;
548
549         if (item.spawnshieldtime)
550         {
551                 if ((player.ammofield < ammomax) || item.pickup_anyway)
552                 {
553                         player.ammofield = bound(player.ammofield, ammomax, player.ammofield + item.ammofield);
554                         goto YEAH;
555                 }
556         }
557         else if(g_weapon_stay == 2)
558         {
559                 float mi = min(item.ammofield, ammomax);
560                 if (player.ammofield < mi)
561                 {
562                         player.ammofield = mi;
563                         goto YEAH;
564                 }
565         }
566
567         return FALSE;
568
569 :YEAH
570         switch(mode)
571         {
572                 case ITEM_MODE_FUEL:
573                         player.pauserotfuel_finished = max(player.pauserotfuel_finished, time + autocvar_g_balance_pause_fuel_rot);
574                         break;
575                 case ITEM_MODE_HEALTH:
576                         player.pauserothealth_finished = max(player.pauserothealth_finished, time + autocvar_g_balance_pause_health_rot);
577                         break;
578                 case ITEM_MODE_ARMOR:
579                         player.pauserotarmor_finished = max(player.pauserotarmor_finished, time + autocvar_g_balance_pause_armor_rot);
580                         break;
581                 default:
582                         break;
583         }
584         return TRUE;
585 }
586
587 float Item_GiveTo(entity item, entity player)
588 {
589         float _switchweapon;
590         float pickedup;
591         float it;
592         float i;
593
594         // if nothing happens to player, just return without taking the item
595         pickedup = FALSE;
596         _switchweapon = FALSE;
597         // in case the player has autoswitch enabled do the following:
598         // if the player is using their best weapon before items are given, they
599         // probably want to switch to an even better weapon after items are given
600         if (player.autoswitch)
601         if (player.switchweapon == w_getbestweapon(player))
602                 _switchweapon = TRUE;
603
604         if (!(player.weapons & WepSet_FromWeapon(player.switchweapon)))
605                 _switchweapon = TRUE;
606
607         pickedup |= Item_GiveAmmoTo(item, player, ammo_fuel, g_pickup_fuel_max, ITEM_MODE_FUEL);
608         pickedup |= Item_GiveAmmoTo(item, player, ammo_shells, g_pickup_shells_max, ITEM_MODE_NONE);
609         pickedup |= Item_GiveAmmoTo(item, player, ammo_nails, g_pickup_nails_max, ITEM_MODE_NONE);
610         pickedup |= Item_GiveAmmoTo(item, player, ammo_rockets, g_pickup_rockets_max, ITEM_MODE_NONE);
611         pickedup |= Item_GiveAmmoTo(item, player, ammo_cells, g_pickup_cells_max, ITEM_MODE_NONE);
612         pickedup |= Item_GiveAmmoTo(item, player, health, item.max_health, ITEM_MODE_HEALTH);
613         pickedup |= Item_GiveAmmoTo(item, player, armorvalue, item.max_armorvalue, ITEM_MODE_ARMOR);
614
615         if (item.flags & FL_WEAPON)
616         {
617                 WepSet it;
618                 it = item.weapons;
619                 it &= ~player.weapons;
620
621                 if (it || (item.spawnshieldtime && item.pickup_anyway))
622                 {
623                         pickedup = TRUE;
624                         for(i = WEP_FIRST; i <= WEP_LAST; ++i)
625                         if(it & WepSet_FromWeapon(i))
626                                 W_GiveWeapon(player, i);
627                 }
628         }
629
630         if((it = (item.items - (item.items & player.items)) & IT_PICKUPMASK))
631         {
632                 pickedup = TRUE;
633                 player.items |= it;
634                 sprint (player, strcat("You got the ^2", item.netname, "\n"));
635         }
636
637         if (item.strength_finished)
638         {
639                 pickedup = TRUE;
640                 player.strength_finished = max(player.strength_finished, time) + item.strength_finished;
641         }
642         if (item.invincible_finished)
643         {
644                 pickedup = TRUE;
645                 player.invincible_finished = max(player.invincible_finished, time) + item.invincible_finished;
646         }
647         if (item.superweapons_finished)
648         {
649                 pickedup = TRUE;
650                 player.superweapons_finished = max(player.superweapons_finished, time) + item.superweapons_finished;
651         }
652
653 :skip
654
655         // always eat teamed entities
656         if(item.team)
657                 pickedup = TRUE;
658
659         if (!pickedup)
660                 return 0;
661
662         if (_switchweapon)
663                 if (player.switchweapon != w_getbestweapon(player))
664                         W_SwitchWeapon_Force(player, w_getbestweapon(player));
665
666         return 1;
667 }
668
669 void Item_Touch (void)
670 {
671         entity e, head;
672
673         // remove the item if it's currnetly in a NODROP brush or hits a NOIMPACT surface (such as sky)
674         if(self.classname == "droppedweapon")
675         {
676                 if (ITEM_TOUCH_NEEDKILL())
677                 {
678                         remove(self);
679                         return;
680                 }
681         }
682
683         if (!IS_PLAYER(other))
684                 return;
685         if (other.deadflag)
686                 return;
687         if (self.solid != SOLID_TRIGGER)
688                 return;
689         if (self.owner == other)
690                 return;
691
692         switch(MUTATOR_CALLHOOK(ItemTouch))
693         {
694                 case MUT_ITEMTOUCH_RETURN: { return; }
695                 case MUT_ITEMTOUCH_PICKUP: { goto pickup; }
696         }
697
698         if (self.classname == "droppedweapon")
699         {
700                 self.strength_finished = max(0, self.strength_finished - time);
701                 self.invincible_finished = max(0, self.invincible_finished - time);
702                 self.superweapons_finished = max(0, self.superweapons_finished - time);
703         }
704
705         if(!Item_GiveTo(self, other))
706         {
707                 if (self.classname == "droppedweapon")
708                 {
709                         // undo what we did above
710                         self.strength_finished += time;
711                         self.invincible_finished += time;
712                         self.superweapons_finished += time;
713                 }
714                 return;
715         }
716
717         :pickup
718
719         other.last_pickup = time;
720
721         pointparticles(particleeffectnum("item_pickup"), self.origin, '0 0 0', 1);
722         sound (other, CH_TRIGGER, self.item_pickupsound, VOL_BASE, ATTEN_NORM);
723
724         if (self.classname == "droppedweapon")
725                 remove (self);
726         else if (!self.spawnshieldtime)
727                 return;
728         else
729         {
730                 if(self.team)
731                 {
732                         RandomSelection_Init();
733                         for(head = world; (head = findfloat(head, team, self.team)); )
734                         {
735                                 if(head.flags & FL_ITEM)
736                                 {
737                                         Item_Show(head, -1);
738                                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
739                                 }
740                         }
741                         e = RandomSelection_chosen_ent;
742
743                 }
744                 else
745                         e = self;
746                 Item_ScheduleRespawn(e);
747         }
748 }
749
750 void Item_Reset()
751 {
752         Item_Show(self, !self.state);
753         setorigin (self, self.origin);
754
755         if(self.classname != "droppedweapon")
756         {
757                 self.think = func_null;
758                 self.nextthink = 0;
759
760                 if(self.waypointsprite_attached)
761                         WaypointSprite_Kill(self.waypointsprite_attached);
762
763                 if((self.flags & FL_POWERUP) || (self.weapons & WEPSET_SUPERWEAPONS)) // do not spawn powerups initially!
764                         Item_ScheduleInitialRespawn(self);
765         }
766 }
767
768 void Item_FindTeam()
769 {
770         entity head, e;
771
772         if(self.effects & EF_NODRAW)
773         {
774                 // marker for item team search
775                 dprint("Initializing item team ", ftos(self.team), "\n");
776                 RandomSelection_Init();
777                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
778                         RandomSelection_Add(head, 0, string_null, head.cnt, 0);
779                 e = RandomSelection_chosen_ent;
780                 e.state = 0;
781                 Item_Show(e, 1);
782
783                 for(head = world; (head = findfloat(head, team, self.team)); ) if(head.flags & FL_ITEM)
784                 {
785                         if(head != e)
786                         {
787                                 // make it a non-spawned item
788                                 Item_Show(head, -1);
789                                 head.state = 1; // state 1 = initially hidden item
790                         }
791                         head.effects &= ~EF_NODRAW;
792                 }
793
794                 Item_Reset();
795         }
796 }
797
798 // Savage: used for item garbage-collection
799 // TODO: perhaps nice special effect?
800 void RemoveItem(void)
801 {
802         remove(self);
803 }
804
805 // pickup evaluation functions
806 // these functions decide how desirable an item is to the bots
807
808 float generic_pickupevalfunc(entity player, entity item) {return item.bot_pickupbasevalue;}
809
810 float weapon_pickupevalfunc(entity player, entity item)
811 {
812         float c, j, position;
813
814         // See if I have it already
815         if(item.weapons & ~player.weapons)
816         {
817                 // If I can pick it up
818                 if(!item.spawnshieldtime)
819                         c = 0;
820                 else if(player.ammo_cells || player.ammo_shells || player.ammo_nails || player.ammo_rockets)
821                 {
822                         // Skilled bots will grab more
823                         c = bound(0, skill / 10, 1) * 0.5;
824                 }
825                 else
826                         c = 0;
827         }
828         else
829                 c = 1;
830
831         // If custom weapon priorities for bots is enabled rate most wanted weapons higher
832         if( bot_custom_weapon && c )
833         {
834                 // Find the highest position on any range
835                 position = -1;
836                 for(j = 0; j < WEP_LAST ; ++j){
837                         if(
838                                         bot_weapons_far[j] == item.weapon ||
839                                         bot_weapons_mid[j] == item.weapon ||
840                                         bot_weapons_close[j] == item.weapon
841                           )
842                         {
843                                 position = j;
844                                 break;
845                         }
846                 }
847
848                 // Rate it
849                 if (position >= 0 )
850                 {
851                         position = WEP_LAST - position;
852                         // item.bot_pickupbasevalue is overwritten here
853                         return (BOT_PICKUP_RATING_LOW + ( (BOT_PICKUP_RATING_HIGH - BOT_PICKUP_RATING_LOW) * (position / WEP_LAST ))) * c;
854                 }
855         }
856
857         return item.bot_pickupbasevalue * c;
858 }
859
860 float commodity_pickupevalfunc(entity player, entity item)
861 {
862         float c, i;
863         float need_shells = FALSE, need_nails = FALSE, need_rockets = FALSE, need_cells = FALSE, need_fuel = FALSE;
864         entity wi;
865         c = 0;
866
867         // Detect needed ammo
868         for(i = WEP_FIRST; i <= WEP_LAST ; ++i)
869         {
870                 wi = get_weaponinfo(i);
871
872                 if (!(player.weapons & WepSet_FromWeapon(i)))
873                         continue;
874
875                 if(wi.items & IT_SHELLS)
876                         need_shells = TRUE;
877                 else if(wi.items & IT_NAILS)
878                         need_nails = TRUE;
879                 else if(wi.items & IT_ROCKETS)
880                         need_rockets = TRUE;
881                 else if(wi.items & IT_CELLS)
882                         need_cells = TRUE;
883                 else if(wi.items & IT_FUEL)
884                         need_cells = TRUE;
885         }
886
887         // TODO: figure out if the player even has the weapon this ammo is for?
888         // may not affect strategy much though...
889         // find out how much more ammo/armor/health the player can hold
890         if (need_shells)
891         if (item.ammo_shells)
892         if (player.ammo_shells < g_pickup_shells_max)
893                 c = c + max(0, 1 - player.ammo_shells / g_pickup_shells_max);
894         if (need_nails)
895         if (item.ammo_nails)
896         if (player.ammo_nails < g_pickup_nails_max)
897                 c = c + max(0, 1 - player.ammo_nails / g_pickup_nails_max);
898         if (need_rockets)
899         if (item.ammo_rockets)
900         if (player.ammo_rockets < g_pickup_rockets_max)
901                 c = c + max(0, 1 - player.ammo_rockets / g_pickup_rockets_max);
902         if (need_cells)
903         if (item.ammo_cells)
904         if (player.ammo_cells < g_pickup_cells_max)
905                 c = c + max(0, 1 - player.ammo_cells / g_pickup_cells_max);
906         if (need_fuel)
907         if (item.ammo_fuel)
908         if (player.ammo_fuel < g_pickup_fuel_max)
909                 c = c + max(0, 1 - player.ammo_fuel / g_pickup_fuel_max);
910         if (item.armorvalue)
911         if (player.armorvalue < item.max_armorvalue)
912                 c = c + max(0, 1 - player.armorvalue / item.max_armorvalue);
913         if (item.health)
914         if (player.health < item.max_health)
915                 c = c + max(0, 1 - player.health / item.max_health);
916
917         return item.bot_pickupbasevalue * c;
918 }
919
920 void Item_Damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
921 {
922         if(ITEM_DAMAGE_NEEDKILL(deathtype))
923                 RemoveItem();
924 }
925
926 .float is_item;
927 void StartItem (string itemmodel, string pickupsound, float defaultrespawntime, float defaultrespawntimejitter, string itemname, float itemid, float weaponid, float itemflags, float(entity player, entity item) pickupevalfunc, float pickupbasevalue)
928 {
929         startitem_failed = FALSE;
930
931         if(self.model == "")
932                 self.model = itemmodel;
933
934         if(self.model == "")
935     {
936         error(strcat("^1Tried to spawn ", itemname, " with no model!\n"));
937         return;
938     }
939
940         if(self.item_pickupsound == "")
941                 self.item_pickupsound = pickupsound;
942
943         if(!self.respawntime) // both need to be set
944         {
945                 self.respawntime = defaultrespawntime;
946                 self.respawntimejitter = defaultrespawntimejitter;
947         }
948
949         self.items = itemid;
950         self.weapon = weaponid;
951
952         if(weaponid)
953                 self.weapons = WepSet_FromWeapon(weaponid);
954
955         self.flags = FL_ITEM | itemflags;
956
957         if(MUTATOR_CALLHOOK(FilterItem)) // error means we do not want the item
958         {
959                 startitem_failed = TRUE;
960                 remove(self);
961                 return;
962         }
963
964         // is it a dropped weapon?
965         if (self.classname == "droppedweapon")
966         {
967                 self.reset = SUB_Remove;
968                 // it's a dropped weapon
969                 self.movetype = MOVETYPE_TOSS;
970
971                 // Savage: remove thrown items after a certain period of time ("garbage collection")
972                 self.think = RemoveItem;
973                 self.nextthink = time + 20;
974
975                 self.takedamage = DAMAGE_YES;
976                 self.event_damage = Item_Damage;
977
978                 if(self.strength_finished || self.invincible_finished || self.superweapons_finished)
979                 /*
980                 if(self.items == 0)
981                 if(!(self.weapons & ~WEPSET_SUPERWEAPONS)) // only superweapons
982                 if(self.ammo_nails == 0)
983                 if(self.ammo_cells == 0)
984                 if(self.ammo_rockets == 0)
985                 if(self.ammo_shells == 0)
986                 if(self.ammo_fuel == 0)
987                 if(self.health == 0)
988                 if(self.armorvalue == 0)
989                 */
990                 {
991                         // if item is worthless after a timer, have it expire then
992                         self.nextthink = max(self.strength_finished, self.invincible_finished, self.superweapons_finished);
993                 }
994
995                 // don't drop if in a NODROP zone (such as lava)
996                 traceline(self.origin, self.origin, MOVE_NORMAL, self);
997                 if (trace_dpstartcontents & DPCONTENTS_NODROP)
998                 {
999                         startitem_failed = TRUE;
1000                         remove(self);
1001                         return;
1002                 }
1003         }
1004         else
1005         {
1006                 if(!have_pickup_item())
1007                 {
1008                         startitem_failed = TRUE;
1009                         remove (self);
1010                         return;
1011                 }
1012
1013                 if(self.angles != '0 0 0')
1014             self.SendFlags |= ISF_ANGLES;
1015
1016                 self.reset = Item_Reset;
1017                 // it's a level item
1018                 if(self.spawnflags & 1)
1019                         self.noalign = 1;
1020                 if (self.noalign)
1021                         self.movetype = MOVETYPE_NONE;
1022                 else
1023                         self.movetype = MOVETYPE_TOSS;
1024                 // do item filtering according to game mode and other things
1025                 if (!self.noalign)
1026                 {
1027                         // first nudge it off the floor a little bit to avoid math errors
1028                         setorigin(self, self.origin + '0 0 1');
1029                         // set item size before we spawn a spawnfunc_waypoint
1030                         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1031                                 setsize (self, '-16 -16 0', '16 16 48');
1032                         else
1033                                 setsize (self, '-16 -16 0', '16 16 32');
1034                         // note droptofloor returns FALSE if stuck/or would fall too far
1035                         droptofloor();
1036                         waypoint_spawnforitem(self);
1037                 }
1038
1039                 /*
1040                  * can't do it that way, as it would break maps
1041                  * TODO make a target_give like entity another way, that perhaps has
1042                  * the weapon name in a key
1043                 if(self.targetname)
1044                 {
1045                         // target_give not yet supported; maybe later
1046                         print("removed targeted ", self.classname, "\n");
1047                         startitem_failed = TRUE;
1048                         remove (self);
1049                         return;
1050                 }
1051                 */
1052
1053                 if(autocvar_spawn_debug >= 2)
1054                 {
1055                         entity otheritem;
1056                         for(otheritem = findradius(self.origin, 3); otheritem; otheritem = otheritem.chain)
1057                         {
1058                             // why not flags & fl_item?
1059                                 if(otheritem.is_item)
1060                                 {
1061                                         dprint("XXX Found duplicated item: ", itemname, vtos(self.origin));
1062                                         dprint(" vs ", otheritem.netname, vtos(otheritem.origin), "\n");
1063                                         error("Mapper sucks.");
1064                                 }
1065                         }
1066                         self.is_item = TRUE;
1067                 }
1068
1069                 weaponsInMap |= WepSet_FromWeapon(weaponid);
1070
1071                 precache_model (self.model);
1072                 precache_sound (self.item_pickupsound);
1073
1074                 precache_sound ("misc/itemrespawncountdown.wav");
1075                 if(itemid == IT_STRENGTH)
1076                         precache_sound ("misc/strength_respawn.wav");
1077                 else if(itemid == IT_INVINCIBLE)
1078                         precache_sound ("misc/shield_respawn.wav");
1079                 else
1080                         precache_sound ("misc/itemrespawn.wav");
1081
1082                 if((itemflags & (FL_POWERUP | FL_WEAPON)) || (itemid & (IT_HEALTH | IT_ARMOR | IT_KEY1 | IT_KEY2)))
1083                         self.target = "###item###"; // for finding the nearest item using find()
1084         }
1085
1086         self.bot_pickup = TRUE;
1087         self.bot_pickupevalfunc = pickupevalfunc;
1088         self.bot_pickupbasevalue = pickupbasevalue;
1089         self.mdl = self.model;
1090         self.netname = itemname;
1091         self.touch = Item_Touch;
1092         setmodel(self, "null"); // precision set below
1093         //self.effects |= EF_LOWPRECISION;
1094
1095         if((itemflags & FL_POWERUP) || self.health || self.armorvalue)
1096     {
1097         self.pos1 = '-16 -16 0';
1098         self.pos2 = '16 16 48';
1099     }
1100         else
1101     {
1102         self.pos1 = '-16 -16 0';
1103         self.pos2 = '16 16 32';
1104     }
1105     setsize (self, self.pos1, self.pos2);
1106
1107     if(itemflags & FL_POWERUP)
1108         self.ItemStatus |= ITS_ANIMATE1;
1109
1110         if(self.armorvalue || self.health)
1111         self.ItemStatus |= ITS_ANIMATE2;
1112
1113         if(itemflags & FL_WEAPON)
1114         {
1115                 if (self.classname != "droppedweapon") // if dropped, colormap is already set up nicely
1116             self.colormap = 1024; // color shirt=0 pants=0 grey
1117         else
1118             self.gravity = 1;
1119
1120                 self.ItemStatus |= ITS_ANIMATE1;
1121                 self.ItemStatus |= ISF_COLORMAP;
1122         }
1123
1124         self.state = 0;
1125         if(self.team) // broken, no idea why.
1126         {
1127                 if(!self.cnt)
1128                         self.cnt = 1; // item probability weight
1129
1130                 self.effects |= EF_NODRAW; // marker for item team search
1131                 InitializeEntity(self, Item_FindTeam, INITPRIO_FINDTARGET);
1132         }
1133         else
1134                 Item_Reset();
1135
1136     Net_LinkEntity(self, FALSE, 0, ItemSend);
1137
1138         // call this hook after everything else has been done
1139         if(MUTATOR_CALLHOOK(Item_Spawn))
1140         {
1141                 startitem_failed = TRUE;
1142                 remove(self);
1143                 return;
1144         }
1145 }
1146
1147 float weaponswapping;
1148 float internalteam;
1149
1150 void weapon_defaultspawnfunc(float wpn)
1151 {
1152         entity e;
1153         float t;
1154         var .float ammofield;
1155         string s;
1156         entity oldself;
1157         float i, j;
1158         float f;
1159
1160         if(self.classname != "droppedweapon" && self.classname != "replacedweapon")
1161         {
1162                 e = get_weaponinfo(wpn);
1163
1164                 if(e.spawnflags & WEP_FLAG_MUTATORBLOCKED)
1165                 {
1166                         objerror("Attempted to spawn a mutator-blocked weapon rejected");
1167                         startitem_failed = TRUE;
1168                         return;
1169                 }
1170
1171                 s = W_Apply_Weaponreplace(e.netname);
1172                 ret_string = s;
1173                 other = e;
1174                 MUTATOR_CALLHOOK(SetWeaponreplace);
1175                 s = ret_string;
1176                 if(s == "")
1177                 {
1178                         remove(self);
1179                         startitem_failed = TRUE;
1180                         return;
1181                 }
1182                 t = tokenize_console(s);
1183                 if(t >= 2)
1184                 {
1185                         self.team = --internalteam;
1186                         oldself = self;
1187                         for(i = 1; i < t; ++i)
1188                         {
1189                                 s = argv(i);
1190                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1191                                 {
1192                                         e = get_weaponinfo(j);
1193                                         if(e.netname == s)
1194                                         {
1195                                                 self = spawn();
1196                                                 copyentity(oldself, self);
1197                                                 self.classname = "replacedweapon";
1198                                                 weapon_defaultspawnfunc(j);
1199                                                 break;
1200                                         }
1201                                 }
1202                                 if(j > WEP_LAST)
1203                                 {
1204                                         print("The weapon replace list for ", oldself.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1205                                 }
1206                         }
1207                         self = oldself;
1208                 }
1209                 if(t >= 1) // always the case!
1210                 {
1211                         s = argv(0);
1212                         wpn = 0;
1213                         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1214                         {
1215                                 e = get_weaponinfo(j);
1216                                 if(e.netname == s)
1217                                 {
1218                                         wpn = j;
1219                                         break;
1220                                 }
1221                         }
1222                         if(j > WEP_LAST)
1223                         {
1224                                 print("The weapon replace list for ", self.classname, " contains an unknown weapon ", s, ". Skipped.\n");
1225                         }
1226                 }
1227                 if(wpn == 0)
1228                 {
1229                         remove(self);
1230                         startitem_failed = TRUE;
1231                         return;
1232                 }
1233         }
1234
1235         e = get_weaponinfo(wpn);
1236
1237         if(!self.respawntime)
1238         {
1239                 if(e.weapons & WEPSET_SUPERWEAPONS)
1240                 {
1241                         self.respawntime = g_pickup_respawntime_superweapon;
1242                         self.respawntimejitter = g_pickup_respawntimejitter_superweapon;
1243                 }
1244                 else
1245                 {
1246                         self.respawntime = g_pickup_respawntime_weapon;
1247                         self.respawntimejitter = g_pickup_respawntimejitter_weapon;
1248                 }
1249         }
1250
1251         if(e.weapons & WEPSET_SUPERWEAPONS)
1252                 if(!self.superweapons_finished)
1253                         self.superweapons_finished = autocvar_g_balance_superweapons_time;
1254
1255         if(e.items)
1256         {
1257                 for(i = 0, j = 1; i < 24; ++i, j *= 2)
1258                 {
1259                         if(e.items & j)
1260                         {
1261                                 ammofield = Item_CounterField(j);
1262                                 if(!self.ammofield)
1263                                         self.ammofield = cvar(strcat("g_pickup_", Item_CounterFieldName(j), "_weapon"));
1264                         }
1265                 }
1266         }
1267
1268         // pickup anyway
1269         if(g_pickup_weapons_anyway)
1270                 self.pickup_anyway = TRUE;
1271
1272         f = FL_WEAPON;
1273
1274         // no weapon-stay on superweapons
1275         if(e.weapons & WEPSET_SUPERWEAPONS)
1276                 f |= FL_NO_WEAPON_STAY;
1277
1278         // weapon stay isn't supported for teamed weapons
1279         if(self.team)
1280                 f |= FL_NO_WEAPON_STAY;
1281
1282         StartItem(e.model, "weapons/weaponpickup.wav", self.respawntime, self.respawntimejitter, e.message, 0, e.weapon, f, weapon_pickupevalfunc, e.bot_pickupbasevalue);
1283         if (self.modelindex) // don't precache if self was removed
1284                 weapon_action(e.weapon, WR_PRECACHE);
1285 }
1286
1287 void spawnfunc_weapon_shotgun (void);
1288 void spawnfunc_weapon_uzi (void) {
1289         if(autocvar_sv_q3acompat_machineshotgunswap)
1290         if(self.classname != "droppedweapon")
1291         {
1292                 weapon_defaultspawnfunc(WEP_SHOTGUN);
1293                 return;
1294         }
1295         weapon_defaultspawnfunc(WEP_UZI);
1296 }
1297
1298 void spawnfunc_weapon_shotgun (void) {
1299         if(autocvar_sv_q3acompat_machineshotgunswap)
1300         if(self.classname != "droppedweapon")
1301         {
1302                 weapon_defaultspawnfunc(WEP_UZI);
1303                 return;
1304         }
1305         weapon_defaultspawnfunc(WEP_SHOTGUN);
1306 }
1307
1308 void spawnfunc_weapon_nex (void)
1309 {
1310         weapon_defaultspawnfunc(WEP_NEX);
1311 }
1312
1313 void spawnfunc_weapon_minstanex (void)
1314 {
1315         weapon_defaultspawnfunc(WEP_MINSTANEX);
1316 }
1317
1318 void spawnfunc_weapon_rocketlauncher (void)
1319 {
1320         weapon_defaultspawnfunc(WEP_ROCKET_LAUNCHER);
1321 }
1322
1323 void spawnfunc_item_rockets (void) {
1324         if(!self.ammo_rockets)
1325                 self.ammo_rockets = g_pickup_rockets;
1326         if(!self.pickup_anyway)
1327                 self.pickup_anyway = g_pickup_ammo_anyway;
1328         StartItem ("models/items/a_rockets.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "rockets", IT_ROCKETS, 0, 0, commodity_pickupevalfunc, 3000);
1329 }
1330
1331 void spawnfunc_item_shells (void);
1332 void spawnfunc_item_bullets (void) {
1333         if(!weaponswapping)
1334         if(autocvar_sv_q3acompat_machineshotgunswap)
1335         if(self.classname != "droppedweapon")
1336         {
1337                 weaponswapping = TRUE;
1338                 spawnfunc_item_shells();
1339                 weaponswapping = FALSE;
1340                 return;
1341         }
1342
1343         if(!self.ammo_nails)
1344                 self.ammo_nails = g_pickup_nails;
1345         if(!self.pickup_anyway)
1346                 self.pickup_anyway = g_pickup_ammo_anyway;
1347         StartItem ("models/items/a_bullets.mdl", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "bullets", IT_NAILS, 0, 0, commodity_pickupevalfunc, 2000);
1348 }
1349
1350 void spawnfunc_item_cells (void) {
1351         if(!self.ammo_cells)
1352                 self.ammo_cells = g_pickup_cells;
1353         if(!self.pickup_anyway)
1354                 self.pickup_anyway = g_pickup_ammo_anyway;
1355         StartItem ("models/items/a_cells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "cells", IT_CELLS, 0, 0, commodity_pickupevalfunc, 2000);
1356 }
1357
1358 void spawnfunc_item_shells (void) {
1359         if(!weaponswapping)
1360         if(autocvar_sv_q3acompat_machineshotgunswap)
1361         if(self.classname != "droppedweapon")
1362         {
1363                 weaponswapping = TRUE;
1364                 spawnfunc_item_bullets();
1365                 weaponswapping = FALSE;
1366                 return;
1367         }
1368
1369         if(!self.ammo_shells)
1370                 self.ammo_shells = g_pickup_shells;
1371         if(!self.pickup_anyway)
1372                 self.pickup_anyway = g_pickup_ammo_anyway;
1373         StartItem ("models/items/a_shells.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "shells", IT_SHELLS, 0, 0, commodity_pickupevalfunc, 500);
1374 }
1375
1376 void spawnfunc_item_armor_small (void) {
1377         if(!self.armorvalue)
1378                 self.armorvalue = g_pickup_armorsmall;
1379         if(!self.max_armorvalue)
1380                 self.max_armorvalue = g_pickup_armorsmall_max;
1381         if(!self.pickup_anyway)
1382                 self.pickup_anyway = g_pickup_armorsmall_anyway;
1383         StartItem ("models/items/item_armor_small.md3", "misc/armor1.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Armor", IT_ARMOR_SHARD, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1384 }
1385
1386 void spawnfunc_item_armor_medium (void) {
1387         if(!self.armorvalue)
1388                 self.armorvalue = g_pickup_armormedium;
1389         if(!self.max_armorvalue)
1390                 self.max_armorvalue = g_pickup_armormedium_max;
1391         if(!self.pickup_anyway)
1392                 self.pickup_anyway = g_pickup_armormedium_anyway;
1393         StartItem ("models/items/item_armor_medium.md3", "misc/armor10.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "25 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1394 }
1395
1396 void spawnfunc_item_armor_big (void) {
1397         if(!self.armorvalue)
1398                 self.armorvalue = g_pickup_armorbig;
1399         if(!self.max_armorvalue)
1400                 self.max_armorvalue = g_pickup_armorbig_max;
1401         if(!self.pickup_anyway)
1402                 self.pickup_anyway = g_pickup_armorbig_anyway;
1403         StartItem ("models/items/item_armor_big.md3", "misc/armor17_5.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "50 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, 20000);
1404 }
1405
1406 void spawnfunc_item_armor_large (void) {
1407         if(!self.armorvalue)
1408                 self.armorvalue = g_pickup_armorlarge;
1409         if(!self.max_armorvalue)
1410                 self.max_armorvalue = g_pickup_armorlarge_max;
1411         if(!self.pickup_anyway)
1412                 self.pickup_anyway = g_pickup_armorlarge_anyway;
1413         StartItem ("models/items/item_armor_large.md3", "misc/armor25.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Armor", IT_ARMOR, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1414 }
1415
1416 void spawnfunc_item_health_small (void) {
1417         if(!self.max_health)
1418                 self.max_health = g_pickup_healthsmall_max;
1419         if(!self.health)
1420                 self.health = g_pickup_healthsmall;
1421         if(!self.pickup_anyway)
1422                 self.pickup_anyway = g_pickup_healthsmall_anyway;
1423         StartItem ("models/items/g_h1.md3", "misc/minihealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "5 Health", IT_5HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1424 }
1425
1426 void spawnfunc_item_health_medium (void) {
1427         if(!self.max_health)
1428                 self.max_health = g_pickup_healthmedium_max;
1429         if(!self.health)
1430                 self.health = g_pickup_healthmedium;
1431         if(!self.pickup_anyway)
1432                 self.pickup_anyway = g_pickup_healthmedium_anyway;
1433         StartItem ("models/items/g_h25.md3", "misc/mediumhealth.wav", g_pickup_respawntime_short, g_pickup_respawntimejitter_short, "25 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1434 }
1435
1436 void spawnfunc_item_health_large (void) {
1437         if(!self.max_health)
1438                 self.max_health = g_pickup_healthlarge_max;
1439         if(!self.health)
1440                 self.health = g_pickup_healthlarge;
1441         if(!self.pickup_anyway)
1442                 self.pickup_anyway = g_pickup_healthlarge_anyway;
1443         StartItem ("models/items/g_h50.md3", "misc/mediumhealth.wav", g_pickup_respawntime_medium, g_pickup_respawntimejitter_medium, "50 Health", IT_25HP, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_MID);
1444 }
1445
1446 void spawnfunc_item_health_mega (void) {
1447                 if(!self.max_health)
1448                         self.max_health = g_pickup_healthmega_max;
1449                 if(!self.health)
1450                         self.health = g_pickup_healthmega;
1451                 if(!self.pickup_anyway)
1452                         self.pickup_anyway = g_pickup_healthmega_anyway;
1453                 StartItem ("models/items/g_h100.md3", "misc/megahealth.wav", g_pickup_respawntime_long, g_pickup_respawntimejitter_long, "100 Health", IT_HEALTH, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_HIGH);
1454 }
1455
1456 // support old misnamed entities
1457 void spawnfunc_item_armor1() { spawnfunc_item_armor_small(); }  // FIXME: in Quake this is green armor, in Xonotic maps it is an armor shard
1458 void spawnfunc_item_armor25() { spawnfunc_item_armor_large(); }
1459 void spawnfunc_item_health1() { spawnfunc_item_health_small(); }
1460 void spawnfunc_item_health25() { spawnfunc_item_health_medium(); }
1461 void spawnfunc_item_health100() { spawnfunc_item_health_mega(); }
1462
1463 void spawnfunc_item_strength (void) {
1464                 precache_sound("weapons/strength_fire.wav");
1465                 if(!self.strength_finished)
1466                         self.strength_finished = autocvar_g_balance_powerup_strength_time;
1467                 StartItem ("models/items/g_strength.md3", "misc/powerup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Strength Powerup", IT_STRENGTH, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1468 }
1469
1470 void spawnfunc_item_invincible (void) {
1471                 if(!self.invincible_finished)
1472                         self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1473                 StartItem ("models/items/g_invincible.md3", "misc/powerup_shield.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Shield", IT_INVINCIBLE, 0, FL_POWERUP, generic_pickupevalfunc, 100000);
1474 }
1475
1476 // compatibility:
1477 void spawnfunc_item_quad (void) {self.classname = "item_strength";spawnfunc_item_strength();}
1478
1479 float GiveItems(entity e, float beginarg, float endarg);
1480 void target_items_use (void)
1481 {
1482         if(activator.classname == "droppedweapon")
1483         {
1484                 EXACTTRIGGER_TOUCH;
1485                 remove(activator);
1486                 return;
1487         }
1488
1489         if (!IS_PLAYER(activator))
1490                 return;
1491         if(activator.deadflag != DEAD_NO)
1492                 return;
1493         EXACTTRIGGER_TOUCH;
1494
1495         entity e;
1496         for(e = world; (e = find(e, classname, "droppedweapon")); )
1497                 if(e.enemy == activator)
1498                         remove(e);
1499
1500         if(GiveItems(activator, 0, tokenize_console(self.netname)))
1501                 centerprint(activator, self.message);
1502 }
1503
1504 void spawnfunc_target_items (void)
1505 {
1506         float n, i, j;
1507         entity e;
1508
1509         self.use = target_items_use;
1510         if(!self.strength_finished)
1511                 self.strength_finished = autocvar_g_balance_powerup_strength_time;
1512         if(!self.invincible_finished)
1513                 self.invincible_finished = autocvar_g_balance_powerup_invincible_time;
1514         if(!self.superweapons_finished)
1515                 self.superweapons_finished = autocvar_g_balance_superweapons_time;
1516
1517         precache_sound("misc/itempickup.wav");
1518         precache_sound("misc/megahealth.wav");
1519         precache_sound("misc/armor25.wav");
1520         precache_sound("misc/powerup.wav");
1521         precache_sound("misc/poweroff.wav");
1522         precache_sound("weapons/weaponpickup.wav");
1523
1524         n = tokenize_console(self.netname);
1525         if(argv(0) == "give")
1526         {
1527                 self.netname = substring(self.netname, argv_start_index(1), argv_end_index(-1) - argv_start_index(1));
1528         }
1529         else
1530         {
1531                 for(i = 0; i < n; ++i)
1532                 {
1533                         if     (argv(i) == "unlimited_ammo")         self.items |= IT_UNLIMITED_AMMO;
1534                         else if(argv(i) == "unlimited_weapon_ammo")  self.items |= IT_UNLIMITED_WEAPON_AMMO;
1535                         else if(argv(i) == "unlimited_superweapons") self.items |= IT_UNLIMITED_SUPERWEAPONS;
1536                         else if(argv(i) == "strength")               self.items |= IT_STRENGTH;
1537                         else if(argv(i) == "invincible")             self.items |= IT_INVINCIBLE;
1538                         else if(argv(i) == "superweapons")           self.items |= IT_SUPERWEAPON;
1539                         else if(argv(i) == "jetpack")                self.items |= IT_JETPACK;
1540                         else if(argv(i) == "fuel_regen")             self.items |= IT_FUEL_REGEN;
1541                         else
1542                         {
1543                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1544                                 {
1545                                         e = get_weaponinfo(j);
1546                                         if(argv(i) == e.netname)
1547                                         {
1548                                                 self.weapons |= WepSet_FromWeapon(j);
1549                                                 if(self.spawnflags == 0 || self.spawnflags == 2)
1550                                                         weapon_action(e.weapon, WR_PRECACHE);
1551                                                 break;
1552                                         }
1553                                 }
1554                                 if(j > WEP_LAST)
1555                                         print("target_items: invalid item ", argv(i), "\n");
1556                         }
1557                 }
1558
1559                 string itemprefix, valueprefix;
1560                 if(self.spawnflags == 0)
1561                 {
1562                         itemprefix = "";
1563                         valueprefix = "";
1564                 }
1565                 else if(self.spawnflags == 1)
1566                 {
1567                         itemprefix = "max ";
1568                         valueprefix = "max ";
1569                 }
1570                 else if(self.spawnflags == 2)
1571                 {
1572                         itemprefix = "min ";
1573                         valueprefix = "min ";
1574                 }
1575                 else if(self.spawnflags == 4)
1576                 {
1577                         itemprefix = "minus ";
1578                         valueprefix = "max ";
1579                 }
1580                 else
1581                 {
1582                         error("invalid spawnflags");
1583 #ifdef GMQCC
1584                         itemprefix = string_null;
1585                         valueprefix = string_null;
1586 #endif
1587                 }
1588
1589                 self.netname = "";
1590                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_WEAPON_AMMO), "unlimited_weapon_ammo");
1591                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_UNLIMITED_SUPERWEAPONS), "unlimited_superweapons");
1592                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.strength_finished * !!(self.items & IT_STRENGTH), "strength");
1593                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.invincible_finished * !!(self.items & IT_INVINCIBLE), "invincible");
1594                 self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, self.superweapons_finished * !!(self.items & IT_SUPERWEAPON), "superweapons");
1595                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_JETPACK), "jetpack");
1596                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.items & IT_FUEL_REGEN), "fuel_regen");
1597                 if(self.ammo_shells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_shells), "shells");
1598                 if(self.ammo_nails != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_nails), "nails");
1599                 if(self.ammo_rockets != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_rockets), "rockets");
1600                 if(self.ammo_cells != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_cells), "cells");
1601                 if(self.ammo_fuel != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.ammo_fuel), "fuel");
1602                 if(self.health != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "health");
1603                 if(self.armorvalue != 0) self.netname = sprintf("%s %s%d %s", self.netname, valueprefix, max(0, self.health), "armor");
1604                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1605                 {
1606                         e = get_weaponinfo(j);
1607                         if(e.weapon)
1608                                 self.netname = sprintf("%s %s%d %s", self.netname, itemprefix, !!(self.weapons & WepSet_FromWeapon(j)), e.netname);
1609                 }
1610         }
1611         self.netname = strzone(self.netname);
1612         //print(self.netname, "\n");
1613
1614         n = tokenize_console(self.netname);
1615         for(i = 0; i < n; ++i)
1616         {
1617                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1618                 {
1619                         e = get_weaponinfo(j);
1620                         if(argv(i) == e.netname)
1621                         {
1622                                 weapon_action(e.weapon, WR_PRECACHE);
1623                                 break;
1624                         }
1625                 }
1626         }
1627 }
1628
1629 void spawnfunc_item_fuel(void)
1630 {
1631         if(!self.ammo_fuel)
1632                 self.ammo_fuel = g_pickup_fuel;
1633         if(!self.pickup_anyway)
1634                 self.pickup_anyway = g_pickup_ammo_anyway;
1635         StartItem ("models/items/g_fuel.md3", "misc/itempickup.wav", g_pickup_respawntime_ammo, g_pickup_respawntimejitter_ammo, "Fuel", IT_FUEL, 0, 0, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1636 }
1637
1638 void spawnfunc_item_fuel_regen(void)
1639 {
1640         if(start_items & IT_FUEL_REGEN)
1641         {
1642                 spawnfunc_item_fuel();
1643                 return;
1644         }
1645         StartItem ("models/items/g_fuelregen.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Fuel regenerator", IT_FUEL_REGEN, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1646 }
1647
1648 void spawnfunc_item_jetpack(void)
1649 {
1650         if(g_grappling_hook)
1651                 return; // sorry, but these two can't coexist (same button); spawn fuel instead
1652         if(!self.ammo_fuel)
1653                 self.ammo_fuel = g_pickup_fuel_jetpack;
1654         if(start_items & IT_JETPACK)
1655         {
1656                 spawnfunc_item_fuel();
1657                 return;
1658         }
1659         StartItem ("models/items/g_jetpack.md3", "misc/itempickup.wav", g_pickup_respawntime_powerup, g_pickup_respawntimejitter_powerup, "Jet pack", IT_JETPACK, 0, FL_POWERUP, commodity_pickupevalfunc, BOT_PICKUP_RATING_LOW);
1660 }
1661
1662
1663 #define OP_SET 0
1664 #define OP_MIN 1
1665 #define OP_MAX 2
1666 #define OP_PLUS 3
1667 #define OP_MINUS 4
1668
1669 float GiveWeapon(entity e, float wpn, float op, float val)
1670 {
1671         WepSet v0, v1;
1672         v0 = (e.weapons & WepSet_FromWeapon(wpn));
1673         switch(op)
1674         {
1675                 case OP_SET:
1676                         if(val > 0)
1677                                 e.weapons |= WepSet_FromWeapon(wpn);
1678                         else
1679                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1680                         break;
1681                 case OP_MIN:
1682                 case OP_PLUS:
1683                         if(val > 0)
1684                                 e.weapons |= WepSet_FromWeapon(wpn);
1685                         break;
1686                 case OP_MAX:
1687                         if(val <= 0)
1688                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1689                         break;
1690                 case OP_MINUS:
1691                         if(val > 0)
1692                                 e.weapons &= ~WepSet_FromWeapon(wpn);
1693                         break;
1694         }
1695         v1 = (e.weapons & WepSet_FromWeapon(wpn));
1696         return (v0 != v1);
1697 }
1698
1699 float GiveBit(entity e, .float fld, float bit, float op, float val)
1700 {
1701         float v0, v1;
1702         v0 = (e.fld & bit);
1703         switch(op)
1704         {
1705                 case OP_SET:
1706                         if(val > 0)
1707                                 e.fld |= bit;
1708                         else
1709                                 e.fld &= ~bit;
1710                         break;
1711                 case OP_MIN:
1712                 case OP_PLUS:
1713                         if(val > 0)
1714                                 e.fld |= bit;
1715                         break;
1716                 case OP_MAX:
1717                         if(val <= 0)
1718                                 e.fld &= ~bit;
1719                         break;
1720                 case OP_MINUS:
1721                         if(val > 0)
1722                                 e.fld &= ~bit;
1723                         break;
1724         }
1725         v1 = (e.fld & bit);
1726         return (v0 != v1);
1727 }
1728
1729 float GiveValue(entity e, .float fld, float op, float val)
1730 {
1731         float v0, v1;
1732         v0 = e.fld;
1733         switch(op)
1734         {
1735                 case OP_SET:
1736                         e.fld = val;
1737                         break;
1738                 case OP_MIN:
1739                         e.fld = max(e.fld, val); // min 100 cells = at least 100 cells
1740                         break;
1741                 case OP_MAX:
1742                         e.fld = min(e.fld, val);
1743                         break;
1744                 case OP_PLUS:
1745                         e.fld += val;
1746                         break;
1747                 case OP_MINUS:
1748                         e.fld -= val;
1749                         break;
1750         }
1751         v1 = e.fld;
1752         return (v0 != v1);
1753 }
1754
1755 void GiveSound(entity e, float v0, float v1, float t, string snd_incr, string snd_decr)
1756 {
1757         if(v1 == v0)
1758                 return;
1759         if(v1 <= v0 - t)
1760         {
1761                 if(snd_decr != "")
1762                         sound (e, CH_TRIGGER, snd_decr, VOL_BASE, ATTEN_NORM);
1763         }
1764         else if(v0 >= v0 + t)
1765         {
1766                 if(snd_incr != "")
1767                         sound (e, CH_TRIGGER, snd_incr, VOL_BASE, ATTEN_NORM);
1768         }
1769 }
1770
1771 void GiveRot(entity e, float v0, float v1, .float rotfield, float rottime, .float regenfield, float regentime)
1772 {
1773         if(v0 < v1)
1774                 e.rotfield = max(e.rotfield, time + rottime);
1775         else if(v0 > v1)
1776                 e.regenfield = max(e.regenfield, time + regentime);
1777 }
1778
1779 #define PREGIVE_WEAPONS(e) WepSet save_weapons; save_weapons = e.weapons
1780 #define PREGIVE(e,f) float save_##f; save_##f = (e).f
1781 #define POSTGIVE_WEAPON(e,b,snd_incr,snd_decr) GiveSound((e), !!(save_weapons & WepSet_FromWeapon(b)), !!(e.weapons & WepSet_FromWeapon(b)), 0, snd_incr, snd_decr)
1782 #define POSTGIVE_BIT(e,f,b,snd_incr,snd_decr) GiveSound((e), save_##f & (b), (e).f & (b), 0, snd_incr, snd_decr)
1783 #define POSTGIVE_VALUE(e,f,t,snd_incr,snd_decr) GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1784 #define POSTGIVE_VALUE_ROT(e,f,t,rotfield,rottime,regenfield,regentime,snd_incr,snd_decr) GiveRot((e), save_##f, (e).f, rotfield, rottime, regenfield, regentime); GiveSound((e), save_##f, (e).f, t, snd_incr, snd_decr)
1785
1786 float GiveItems(entity e, float beginarg, float endarg)
1787 {
1788         float got, i, j, val, op;
1789         float _switchweapon;
1790         entity wi;
1791         string cmd;
1792
1793         val = 999;
1794         op = OP_SET;
1795
1796         got = 0;
1797
1798         _switchweapon = FALSE;
1799         if (e.autoswitch)
1800                 if (e.switchweapon == w_getbestweapon(e))
1801                         _switchweapon = TRUE;
1802
1803         e.strength_finished = max(0, e.strength_finished - time);
1804         e.invincible_finished = max(0, e.invincible_finished - time);
1805         e.superweapons_finished = max(0, e.superweapons_finished - time);
1806
1807         PREGIVE(e, items);
1808         PREGIVE_WEAPONS(e);
1809         PREGIVE(e, strength_finished);
1810         PREGIVE(e, invincible_finished);
1811         PREGIVE(e, superweapons_finished);
1812         PREGIVE(e, ammo_nails);
1813         PREGIVE(e, ammo_cells);
1814         PREGIVE(e, ammo_shells);
1815         PREGIVE(e, ammo_rockets);
1816         PREGIVE(e, ammo_fuel);
1817         PREGIVE(e, armorvalue);
1818         PREGIVE(e, health);
1819
1820         for(i = beginarg; i < endarg; ++i)
1821         {
1822                 cmd = argv(i);
1823
1824                 if(cmd == "0" || stof(cmd))
1825                 {
1826                         val = stof(cmd);
1827                         continue;
1828                 }
1829                 switch(cmd)
1830                 {
1831                         case "no":
1832                                 op = OP_MAX;
1833                                 val = 0;
1834                                 continue;
1835                         case "max":
1836                                 op = OP_MAX;
1837                                 continue;
1838                         case "min":
1839                                 op = OP_MIN;
1840                                 continue;
1841                         case "plus":
1842                                 op = OP_PLUS;
1843                                 continue;
1844                         case "minus":
1845                                 op = OP_MINUS;
1846                                 continue;
1847                         case "ALL":
1848                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1849                                 got += GiveValue(e, strength_finished, op, val);
1850                                 got += GiveValue(e, invincible_finished, op, val);
1851                                 got += GiveValue(e, superweapons_finished, op, val);
1852                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1853                         case "all":
1854                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1855                                 got += GiveValue(e, health, op, val);
1856                                 got += GiveValue(e, armorvalue, op, val);
1857                         case "allweapons":
1858                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1859                                 {
1860                                         wi = get_weaponinfo(j);
1861                                         if(wi.weapon)
1862                                                 if (!(wi.spawnflags & WEP_FLAG_MUTATORBLOCKED))
1863                                                         got += GiveWeapon(e, j, op, val);
1864                                 }
1865                         case "allammo":
1866                                 got += GiveValue(e, ammo_cells, op, val);
1867                                 got += GiveValue(e, ammo_shells, op, val);
1868                                 got += GiveValue(e, ammo_nails, op, val);
1869                                 got += GiveValue(e, ammo_rockets, op, val);
1870                                 got += GiveValue(e, ammo_fuel, op, val);
1871                                 break;
1872                         case "unlimited_ammo":
1873                                 got += GiveBit(e, items, IT_UNLIMITED_AMMO, op, val);
1874                                 break;
1875                         case "unlimited_weapon_ammo":
1876                                 got += GiveBit(e, items, IT_UNLIMITED_WEAPON_AMMO, op, val);
1877                                 break;
1878                         case "unlimited_superweapons":
1879                                 got += GiveBit(e, items, IT_UNLIMITED_SUPERWEAPONS, op, val);
1880                                 break;
1881                         case "jetpack":
1882                                 got += GiveBit(e, items, IT_JETPACK, op, val);
1883                                 break;
1884                         case "fuel_regen":
1885                                 got += GiveBit(e, items, IT_FUEL_REGEN, op, val);
1886                                 break;
1887                         case "strength":
1888                                 got += GiveValue(e, strength_finished, op, val);
1889                                 break;
1890                         case "invincible":
1891                                 got += GiveValue(e, invincible_finished, op, val);
1892                                 break;
1893                         case "superweapons":
1894                                 got += GiveValue(e, superweapons_finished, op, val);
1895                                 break;
1896                         case "cells":
1897                                 got += GiveValue(e, ammo_cells, op, val);
1898                                 break;
1899                         case "shells":
1900                                 got += GiveValue(e, ammo_shells, op, val);
1901                                 break;
1902                         case "nails":
1903                         case "bullets":
1904                                 got += GiveValue(e, ammo_nails, op, val);
1905                                 break;
1906                         case "rockets":
1907                                 got += GiveValue(e, ammo_rockets, op, val);
1908                                 break;
1909                         case "health":
1910                                 got += GiveValue(e, health, op, val);
1911                                 break;
1912                         case "armor":
1913                                 got += GiveValue(e, armorvalue, op, val);
1914                                 break;
1915                         case "fuel":
1916                                 got += GiveValue(e, ammo_fuel, op, val);
1917                                 break;
1918                         default:
1919                                 for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1920                                 {
1921                                         wi = get_weaponinfo(j);
1922                                         if(cmd == wi.netname)
1923                                         {
1924                                                 got += GiveWeapon(e, j, op, val);
1925                                                 break;
1926                                         }
1927                                 }
1928                                 if(j > WEP_LAST)
1929                                         print("give: invalid item ", cmd, "\n");
1930                                 break;
1931                 }
1932                 val = 999;
1933                 op = OP_SET;
1934         }
1935
1936         POSTGIVE_BIT(e, items, IT_FUEL_REGEN, "misc/itempickup.wav", string_null);
1937         POSTGIVE_BIT(e, items, IT_UNLIMITED_SUPERWEAPONS, "misc/powerup.wav", "misc/poweroff.wav");
1938         POSTGIVE_BIT(e, items, IT_UNLIMITED_WEAPON_AMMO, "misc/powerup.wav", "misc/poweroff.wav");
1939         POSTGIVE_BIT(e, items, IT_JETPACK, "misc/itempickup.wav", string_null);
1940         for(j = WEP_FIRST; j <= WEP_LAST; ++j)
1941         {
1942                 wi = get_weaponinfo(j);
1943                 if(wi.weapon)
1944                 {
1945                         POSTGIVE_WEAPON(e, j, "weapons/weaponpickup.wav", string_null);
1946                         if (!(save_weapons & WepSet_FromWeapon(j)))
1947                                 if(e.weapons & WepSet_FromWeapon(j))
1948                                         weapon_action(wi.weapon, WR_PRECACHE);
1949                 }
1950         }
1951         POSTGIVE_VALUE(e, strength_finished, 1, "misc/powerup.wav", "misc/poweroff.wav");
1952         POSTGIVE_VALUE(e, invincible_finished, 1, "misc/powerup_shield.wav", "misc/poweroff.wav");
1953         POSTGIVE_VALUE(e, ammo_nails, 0, "misc/itempickup.wav", string_null);
1954         POSTGIVE_VALUE(e, ammo_cells, 0, "misc/itempickup.wav", string_null);
1955         POSTGIVE_VALUE(e, ammo_shells, 0, "misc/itempickup.wav", string_null);
1956         POSTGIVE_VALUE(e, ammo_rockets, 0, "misc/itempickup.wav", string_null);
1957         POSTGIVE_VALUE_ROT(e, ammo_fuel, 1, pauserotfuel_finished, autocvar_g_balance_pause_fuel_rot, pauseregen_finished, autocvar_g_balance_pause_fuel_regen, "misc/itempickup.wav", string_null);
1958         POSTGIVE_VALUE_ROT(e, armorvalue, 1, pauserotarmor_finished, autocvar_g_balance_pause_armor_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/armor25.wav", string_null);
1959         POSTGIVE_VALUE_ROT(e, health, 1, pauserothealth_finished, autocvar_g_balance_pause_health_rot, pauseregen_finished, autocvar_g_balance_pause_health_regen, "misc/megahealth.wav", string_null);
1960
1961         if(e.superweapons_finished <= 0)
1962                 if(self.weapons & WEPSET_SUPERWEAPONS)
1963                         e.superweapons_finished = autocvar_g_balance_superweapons_time;
1964
1965         if(e.strength_finished <= 0)
1966                 e.strength_finished = 0;
1967         else
1968                 e.strength_finished += time;
1969         if(e.invincible_finished <= 0)
1970                 e.invincible_finished = 0;
1971         else
1972                 e.invincible_finished += time;
1973         if(e.superweapons_finished <= 0)
1974                 e.superweapons_finished = 0;
1975         else
1976                 e.superweapons_finished += time;
1977
1978         if (!(e.weapons & WepSet_FromWeapon(e.switchweapon)))
1979                 _switchweapon = TRUE;
1980         if(_switchweapon)
1981                 W_SwitchWeapon_Force(e, w_getbestweapon(e));
1982
1983         return got;
1984 }
1985 #endif